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Hao Su

Publications and source records attributed to Hao Su.

At least 55 records · Page 3Linked to original sources

New Synthetic Goldmine: Hand Joint Angle-Driven EMG Data Generation Framework for Micro-Gesture Recognition

Electromyography (EMG)-based gesture recognition has emerged as a promising approach for human-computer interaction. However, its performance is often limited by the scarcity of labeled EMG data, significant cross-user variability, and poor generalization to unseen gestures. To address these challenges, we propose SeqEMG-GAN, a conditional, sequence-driven generative framework that synthesizes high-fidelity EMG signals from hand joint angle sequences. Our method introduces a context-aware architecture composed of an angle encoder, a dual-layer context encoder featuring the novel Ang2Gist unit, a deep convolutional EMG generator, and a discriminator, all jointly optimized via adversarial learning. By conditioning on joint kinematic trajectories, SeqEMG-GAN is capable of generating semantically consistent EMG sequences, even for previously unseen gestures, thereby enhancing data diversity and physiological plausibility. Experimental results show that classifiers trained solely on synthetic data experience only a slight accuracy drop (from 57.77\% to 55.71\%). In contrast, training with a combination of real and synthetic data significantly improves accuracy to 60.53\%, outperforming real-only training by 2.76\%. These findings demonstrate the effectiveness of our framework,also achieves the state-of-art performance in augmenting EMG datasets and enhancing gesture recognition performance for applications such as neural robotic hand control, AI/AR glasses, and gesture-based virtual gaming systems.

cs.HC↗

Learning Massively Multitask World Models for Continuous Control

General-purpose control demands agents that act across many tasks and embodiments, yet research on reinforcement learning (RL) for continuous control remains dominated by single-task or offline regimes, reinforcing a view that online RL does not scale. Inspired by the foundation model recipe (large-scale pretraining followed by light RL) we ask whether a single agent can be trained on hundreds of tasks with online interaction. To accelerate research in this direction, we introduce a new benchmark with 200 diverse tasks spanning many domains and embodiments, each with language instructions, demonstrations, and optionally image observations. We then present \emph{Newt}, a language-conditioned multitask world model that is first pretrained on demonstrations to acquire task-aware representations and action priors, and then jointly optimized with online interaction across all tasks. Experiments show that Newt yields better multitask performance and data-efficiency than a set of strong baselines, exhibits strong open-loop control, and enables rapid adaptation to unseen tasks. We release our environments, demonstrations, code for training and evaluation, as well as 200+ checkpoints.

cs.LG↗

Staggered Environment Resets Improve Massively Parallel On-Policy Reinforcement Learning

Massively parallel GPU simulation environments have accelerated reinforcement learning (RL) research by enabling fast data collection for on-policy RL algorithms like Proximal Policy Optimization (PPO). To maximize throughput, it is common to use short rollouts per policy update, increasing the update-to-data (UTD) ra- tio. However, we find that, in this setting, standard synchronous resets introduce harmful nonstationarity, skewing the learning signal and destabilizing training. We introduce staggered resets, a simple yet effective technique where environments are initialized and reset at varied points within the task horizon. This yields training batches with greater temporal diversity, reducing the nonstationarity induced by synchronized rollouts. We characterize dimensions along which RL environments can benefit significantly from staggered resets through illustrative toy environ- ments. We then apply this technique to challenging high-dimensional robotics environments, achieving significantly higher sample efficiency, faster wall-clock convergence, and stronger final performance. Finally, this technique scales better with more parallel environments compared to naive synchronized rollouts.

cs.LG↗

LARM: A Large Articulated-Object Reconstruction Model

Modeling 3D articulated objects with realistic geometry, textures, and kinematics is essential for a wide range of applications. However, existing optimization-based reconstruction methods often require dense multi-view inputs and expensive per-instance optimization, limiting their scalability. Recent feedforward approaches offer faster alternatives but frequently produce coarse geometry, lack texture reconstruction, and rely on brittle, complex multi-stage pipelines. We introduce LARM, a unified feedforward framework that reconstructs 3D articulated objects from sparse-view images by jointly recovering detailed geometry, realistic textures, and accurate joint structures. LARM extends LVSM a recent novel view synthesis (NVS) approach for static 3D objects into the articulated setting by jointly reasoning over camera pose and articulation variation using a transformer-based architecture, enabling scalable and accurate novel view synthesis. In addition, LARM generates auxiliary outputs such as depth maps and part masks to facilitate explicit 3D mesh extraction and joint estimation. Our pipeline eliminates the need for dense supervision and supports high-fidelity reconstruction across diverse object categories. Extensive experiments demonstrate that LARM outperforms state-of-the-art methods in both novel view and state synthesis as well as 3D articulated object reconstruction, generating high-quality meshes that closely adhere to the input images. project page: https://sylviayuan-sy.github.io/larm-site/

cs.CV↗

FreeArt3D: Training-Free Articulated Object Generation using 3D Diffusion

Articulated 3D objects are central to many applications in robotics, AR/VR, and animation. Recent approaches to modeling such objects either rely on optimization-based reconstruction pipelines that require dense-view supervision or on feed-forward generative models that produce coarse geometric approximations and often overlook surface texture. In contrast, open-world 3D generation of static objects has achieved remarkable success, especially with the advent of native 3D diffusion models such as Trellis. However, extending these methods to articulated objects by training native 3D diffusion models poses significant challenges. In this work, we present FreeArt3D, a training-free framework for articulated 3D object generation. Instead of training a new model on limited articulated data, FreeArt3D repurposes a pre-trained static 3D diffusion model (e.g., Trellis) as a powerful shape prior. It extends Score Distillation Sampling (SDS) into the 3D-to-4D domain by treating articulation as an additional generative dimension. Given a few images captured in different articulation states, FreeArt3D jointly optimizes the object's geometry, texture, and articulation parameters without requiring task-specific training or access to large-scale articulated datasets. Our method generates high-fidelity geometry and textures, accurately predicts underlying kinematic structures, and generalizes well across diverse object categories. Despite following a per-instance optimization paradigm, FreeArt3D completes in minutes and significantly outperforms prior state-of-the-art approaches in both quality and versatility. Please check our website for more details: https://czzzzh.github.io/FreeArt3D

cs.CV↗

RigAnything: Template-Free Autoregressive Rigging for Diverse 3D Assets

We present RigAnything, a novel autoregressive transformer-based model, which makes 3D assets rig-ready by probabilistically generating joints and skeleton topologies and assigning skinning weights in a template-free manner. Unlike most existing auto-rigging methods, which rely on predefined skeleton templates and are limited to specific categories like humanoid, RigAnything approaches the rigging problem in an autoregressive manner, iteratively predicting the next joint based on the global input shape and the previous prediction. While autoregressive models are typically used to generate sequential data, RigAnything extends its application to effectively learn and represent skeletons, which are inherently tree structures. To achieve this, we organize the joints in a breadth-first search (BFS) order, enabling the skeleton to be defined as a sequence of 3D locations and the parent index. Furthermore, our model improves the accuracy of position prediction by leveraging diffusion modeling, ensuring precise and consistent placement of joints within the hierarchy. This formulation allows the autoregressive model to efficiently capture both spatial and hierarchical relationships within the skeleton. Trained end-to-end on both RigNet and Objaverse datasets, RigAnything demonstrates state-of-the-art performance across diverse object types, including humanoids, quadrupeds, marine creatures, insects, and many more, surpassing prior methods in quality, robustness, generalizability, and efficiency. It achieves significantly faster performance than existing auto-rigging methods, completing rigging in under a few seconds per shape. Please check our website for more details: https://www.liuisabella.com/RigAnything

cs.CV↗

Enhancing Generalization in Vision-Language-Action Models by Preserving Pretrained Representations

Vision-language-action (VLA) models finetuned from vision-language models (VLMs) hold the promise of leveraging rich pretrained representations to build generalist robots across diverse tasks and environments. However, direct fine-tuning on robot data often disrupts these representations and limits generalization. We present a framework that better preserves pretrained features while adapting them for robot manipulation. Our approach introduces three components: (i) a dual-encoder design with one frozen vision encoder to retain pretrained features and another trainable for task adaptation, (ii) a string-based action tokenizer that casts continuous actions into character sequences aligned with the model's pretraining domain, and (iii) a co-training strategy that combines robot demonstrations with vision-language datasets emphasizing spatial reasoning and affordances. Evaluations in simulation and on real robots show that our method improves robustness to visual perturbations, generalization to novel instructions and environments, and overall task success compared to baselines.

cs.RO↗

FFT-Free PAPR Reduction Methods for OFDM Signals

In this paper, we propose two low-complexity peak to average power ratio(PAPR) reduction algorithms for orthogonal frequency division multiplexing(OFDM) signals. The main content is as follows: First, a non-convex optimization model is established by minimizing the signal distortion power. Then, a customized alternating direction method of multipliers(ADMM) algorithm is proposed to solve the problem, named time domain ADMM(T-ADMM) along with an improved version called T-ADMM with constrain update(TCU-ADMM). In the algorithms, all subproblems can be solved analytically, and each iteration has linear computational complexity. These algorithms circumvents the challenges posed by repeated fast Fourier transform(FFT) and inverse FFT(IFFT) operations in traditional PAPR reduction algorithms. Additionally, we prove that the T-ADMM algorithm is theoretically guaranteed convergent if proper parameter is chosen. Finally, simulation results demonstrate the effectiveness of the proposed methods.

eess.SP↗

Using Deep Learning Methods to Detect for Ultra-diffuse Galaxies in KiDS

Ultra-diffuse Galaxies (UDGs) are a subset of Low Surface Brightness Galaxies (LSBGs), showing mean effective surface brightness fainter than $24\ \rm mag\ \rm arcsec^{-2}$ and a diffuse morphology, with effective radii larger than 1.5 kpc. Due to their elusiveness, traditional methods are challenging to be used over large sky areas. Here we present a catalog of ultra-diffuse galaxy (UDG) candidates identified in the full 1350 deg$^2$ area of the Kilo-Degree Survey (KiDS) using deep learning. In particular, we use a previously developed network for the detection of low surface brightness systems in the Sloan Digital Sky Survey \citep[LSBGnet,][]{su2024lsbgnet} and optimised for UDG detection. We train this new UDG detection network for KiDS (UDGnet-K), with an iterative approach, starting from a small-scale training sample. After training and validation, the UGDnet-K has been able to identify $\sim3300$ UDG candidates, among which, after visual inspection, we have selected 545 high-quality ones. The catalog contains independent re-discovery of previously confirmed UDGs in local groups and clusters (e.g NGC 5846 and Fornax), and new discovered candidates in about 15 local systems, for a total of 67 {\it bona fide} associations. Besides the value of the catalog {\it per se} for future studies of UDG properties, this work shows the effectiveness of an iterative approach to training deep learning tools in presence of poor training samples, due to the paucity of confirmed UDG examples, which we expect to replicate for upcoming all-sky surveys like Rubin Observatory, Euclid and the China Space Station Telescope.

astro-ph.GA↗

Efficient quantum state tomography with Chebyshev polynomials

Quantum computing shows promise for addressing computationally intensive problems but is constrained by the exponential resource requirements of general quantum state tomography (QST), which fully characterizes quantum states through parameter estimation. We introduce the QST with Chebyshev polynomials, an approximate tomography method for pure quantum states encoding complex-valued functions. This method reformulates tomography as the estimation of Chebyshev expansion coefficients, expressed as inner products between the target quantum state and Chebyshev basis functions, measured using the Hadamard test circuit. By treating the truncation order of the Chebyshev polynomials as a controllable parameter, the method provides a practical balance between efficiency and accuracy. For quantum states encoding functions dominated by large-scale features, such as those representing fluid flow fields, appropriate truncation enables faithful reconstruction of the dominant components via quantum circuits with linear depth, while keeping both measurement repetitions and post-processing independent of qubit count, in contrast to the exponential scaling of full measurement-based QST methods. Validation on analytic functions and numerically generated flow-field data demonstrates accurate reconstruction and effective extraction of large-scale features, indicating the method's suitability for systems governed by macroscopic dynamics.

quant-ph↗

PaMO: Parallel Mesh Optimization for Intersection-Free Low-Poly Modeling on the GPU

Reducing the triangle count in complex 3D models is a basic geometry preprocessing step in graphics pipelines such as efficient rendering and interactive editing. However, most existing mesh simplification methods exhibit a few issues. Firstly, they often lead to self-intersections during decimation, a major issue for applications such as 3D printing and soft-body simulation. Second, to perform simplification on a mesh in the wild, one would first need to perform re-meshing, which often suffers from surface shifts and losses of sharp features. Finally, existing re-meshing and simplification methods can take minutes when processing large-scale meshes, limiting their applications in practice. To address the challenges, we introduce a novel GPU-based mesh optimization approach containing three key components: (1) a parallel re-meshing algorithm to turn meshes in the wild into watertight, manifold, and intersection-free ones, and reduce the prevalence of poorly shaped triangles; (2) a robust parallel simplification algorithm with intersection-free guarantees; (3) an optimization-based safe projection algorithm to realign the simplified mesh with the input, eliminating the surface shift introduced by re-meshing and recovering the original sharp features. The algorithm demonstrates remarkable efficiency, simplifying a 2-million-face mesh to 20k triangles in 3 seconds on RTX4090. We evaluated the approach on the Thingi10K dataset and showcased its exceptional performance in geometry preservation and speed.

cs.GR↗

Diffusion Dynamics Models with Generative State Estimation for Cloth Manipulation

Cloth manipulation is challenging due to its highly complex dynamics, near-infinite degrees of freedom, and frequent self-occlusions, which complicate both state estimation and dynamics modeling. Inspired by recent advances in generative models, we hypothesize that these expressive models can effectively capture intricate cloth configurations and deformation patterns from data. Therefore, we propose a diffusion-based generative approach for both perception and dynamics modeling. Specifically, we formulate state estimation as reconstructing full cloth states from partial observations and dynamics modeling as predicting future states given the current state and robot actions. Leveraging a transformer-based diffusion model, our method achieves accurate state reconstruction and reduces long-horizon dynamics prediction errors by an order of magnitude compared to prior approaches. We integrate our dynamics models with model predictive control and show that our framework enables effective cloth folding on real robotic systems, demonstrating the potential of generative models for deformable object manipulation under partial observability and complex dynamics.

cs.RO↗

Towards Embodiment Scaling Laws in Robot Locomotion

Cross-embodiment generalization underpins the vision of building generalist embodied agents for any robot, yet its enabling factors remain poorly understood. We investigate embodiment scaling laws, the hypothesis that increasing the number of training embodiments improves generalization to unseen ones, using robot locomotion as a test bed. We procedurally generate ~1,000 embodiments with topological, geometric, and joint-level kinematic variations, and train policies on random subsets. We observe positive scaling trends supporting the hypothesis, and find that embodiment scaling enables substantially broader generalization than data scaling on fixed embodiments. Our best policy, trained on the full dataset, transfers zero-shot to novel embodiments in simulation and the real world, including the Unitree Go2 and H1. These results represent a step toward general embodied intelligence, with relevance to adaptive control for configurable robots, morphology co-design, and beyond.

cs.RO↗

Robust quantum computational advantage with programmable 3050-photon Gaussian boson sampling

The creation of large-scale, high-fidelity quantum computers is not only a fundamental scientific endeavour in itself, but also provides increasingly robust proofs of quantum computational advantage (QCA) in the presence of unavoidable noise and the dynamic competition with classical algorithm improvements. To overcome the biggest challenge of photon-based QCA experiments, photon loss, we report new Gaussian boson sampling (GBS) experiments with 1024 high-efficiency squeezed states injected into a hybrid spatial-temporal encoded, 8176-mode, programmable photonic quantum processor, Jiuzhang 4.0, which produces up to 3050 photon detection events. Our experimental results outperform all classical spoofing algorithms, particularly the matrix product state (MPS) method, which was recently proposed to utilise photon loss to reduce the classical simulation complexity of GBS. Using the state-of-the-art MPS algorithm on the most powerful supercomputer EI Capitan, it would take > $10^{42}$ years to construct the required tensor network for simulation, while our Jiuzhang 4.0 quantum computer takes 25.6 $μ$s to produce a sample. This work establishes a new frontier of QCA and paves the way to fault-tolerant photonic quantum computing hardware.

quant-ph↗

LodeStar: Long-horizon Dexterity via Synthetic Data Augmentation from Human Demonstrations

Developing robotic systems capable of robustly executing long-horizon manipulation tasks with human-level dexterity is challenging, as such tasks require both physical dexterity and seamless sequencing of manipulation skills while robustly handling environment variations. While imitation learning offers a promising approach, acquiring comprehensive datasets is resource-intensive. In this work, we propose a learning framework and system LodeStar that automatically decomposes task demonstrations into semantically meaningful skills using off-the-shelf foundation models, and generates diverse synthetic demonstration datasets from a few human demos through reinforcement learning. These sim-augmented datasets enable robust skill training, with a Skill Routing Transformer (SRT) policy effectively chaining the learned skills together to execute complex long-horizon manipulation tasks. Experimental evaluations on three challenging real-world long-horizon dexterous manipulation tasks demonstrate that our approach significantly improves task performance and robustness compared to previous baselines. Videos are available at lodestar-robot.github.io.

cs.RO↗

CogDDN: A Cognitive Demand-Driven Navigation with Decision Optimization and Dual-Process Thinking

Mobile robots are increasingly required to navigate and interact within unknown and unstructured environments to meet human demands. Demand-driven navigation (DDN) enables robots to identify and locate objects based on implicit human intent, even when object locations are unknown. However, traditional data-driven DDN methods rely on pre-collected data for model training and decision-making, limiting their generalization capability in unseen scenarios. In this paper, we propose CogDDN, a VLM-based framework that emulates the human cognitive and learning mechanisms by integrating fast and slow thinking systems and selectively identifying key objects essential to fulfilling user demands. CogDDN identifies appropriate target objects by semantically aligning detected objects with the given instructions. Furthermore, it incorporates a dual-process decision-making module, comprising a Heuristic Process for rapid, efficient decisions and an Analytic Process that analyzes past errors, accumulates them in a knowledge base, and continuously improves performance. Chain of Thought (CoT) reasoning strengthens the decision-making process. Extensive closed-loop evaluations on the AI2Thor simulator with the ProcThor dataset show that CogDDN outperforms single-view camera-only methods by 15\%, demonstrating significant improvements in navigation accuracy and adaptability. The project page is available at https://yuehaohuang.github.io/CogDDN/.

cs.AI↗

Responsive Noise-Relaying Diffusion Policy: Responsive and Efficient Visuomotor Control

Imitation learning is an efficient method for teaching robots a variety of tasks. Diffusion Policy, which uses a conditional denoising diffusion process to generate actions, has demonstrated superior performance, particularly in learning from multi-modal demonstrates. However, it relies on executing multiple actions predicted from the same inference step to retain performance and prevent mode bouncing, which limits its responsiveness, as actions are not conditioned on the most recent observations. To address this, we introduce Responsive Noise-Relaying Diffusion Policy (RNR-DP), which maintains a noise-relaying buffer with progressively increasing noise levels and employs a sequential denoising mechanism that generates immediate, noise-free actions at the head of the sequence, while appending noisy actions at the tail. This ensures that actions are responsive and conditioned on the latest observations, while maintaining motion consistency through the noise-relaying buffer. This design enables the handling of tasks requiring responsive control, and accelerates action generation by reusing denoising steps. Experiments on response-sensitive tasks demonstrate that, compared to Diffusion Policy, ours achieves 18% improvement in success rate. Further evaluation on regular tasks demonstrates that RNR-DP also exceeds the best acceleration method (DDIM) by 6.9% in success rate, highlighting its computational efficiency advantage in scenarios where responsiveness is less critical. Our project page is available at https://rnr-dp.github.io

cs.RO↗

Learning Adaptive Dexterous Grasping from Single Demonstrations

How can robots learn dexterous grasping skills efficiently and apply them adaptively based on user instructions? This work tackles two key challenges: efficient skill acquisition from limited human demonstrations and context-driven skill selection. We introduce AdaDexGrasp, a framework that learns a library of grasping skills from a single human demonstration per skill and selects the most suitable one using a vision-language model (VLM). To improve sample efficiency, we propose a trajectory following reward that guides reinforcement learning (RL) toward states close to a human demonstration while allowing flexibility in exploration. To learn beyond the single demonstration, we employ curriculum learning, progressively increasing object pose variations to enhance robustness. At deployment, a VLM retrieves the appropriate skill based on user instructions, bridging low-level learned skills with high-level intent. We evaluate AdaDexGrasp in both simulation and real-world settings, showing that our approach significantly improves RL efficiency and enables learning human-like grasp strategies across varied object configurations. Finally, we demonstrate zero-shot transfer of our learned policies to a real-world PSYONIC Ability Hand, with a 90% success rate across objects, significantly outperforming the baseline.

cs.RO↗