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Haozhuo Zhang

Publications and source records attributed to Haozhuo Zhang.

7 recordsLinked to original sources

LHM-Humanoid: Long-Horizon Human Motion Control for Continuous Object Transport in Cluttered Scenes

Physics-based human motion control can make a simulated character walk, sit, and manipulate objects with high physical realism. Almost always, though, this happens in short, isolated clips that are re-initialized between interactions. We instead aim for continuous, reset-free long-horizon motion: a physically simulated humanoid that repeatedly walks to a displaced object, lifts it with a balanced whole-body posture, carries it past obstacles, and places it at a goal, over and over within a single uninterrupted take. The hard part is not any individual motion but the transitions between them. Without a reset, each cycle must end in a state that both leaves the object just placed undisturbed and lets the next cycle begin, yet every placement leaves the character off-balance in a non-canonical pose where naive end-to-end reinforcement learning fails. Our key idea is to treat this handoff as a two-sided problem of recoverability: the character must disengage from the object it just placed so the prior success is preserved, and settle into a state from which a balanced continuation exists. Instead of engineering a transition by hand, we learn to shape where each cycle ends so that it lands in this recoverable region. We introduce LHM-Humanoid. One goal-conditioned controller completes a fetch--carry--place cycle and, through a learned release-and-retreat behavior, steers its terminal state into this region; a second controller then takes over from the resulting state distribution. Both are regularized by an adversarial motion prior and distilled into a single goal-conditioned policy that runs the whole sequence as one reset-free rollout. Across 350 cluttered layouts spanning four room types, LHM-Humanoid produces far more successful and stable long-horizon motion than end-to-end RL, hierarchical RL, and prior physics-based human-scene-interaction methods, on both seen and unseen scenes.

cs.RO↗

Humanoid Horizon: Extending Task Horizon in Whole-Body Loco-Manipulation via Parallel Training, Dynamic Starting, and Reward Gating

Cluttered indoor environments, where large and heavy objects are scattered across diverse surfaces, require humanoid robots to sequentially navigate, grasp, transport, and accurately place each item at its target location within a single uninterrupted episode. This long-horizon, whole-body loco-manipulation task remains a significant challenge for current methods. Previous approaches often suffer from two main issues: easy-reward bias, where training overemphasizes early transport stages at the expense of later ones, and catastrophic forgetting, where focusing on later stages leads to a decline in earlier-stage performance. In this work, we introduce Humanoid Horizon, a unified policy framework designed to overcome these limitations through three interrelated mechanisms. The Parallel Training Strategy organizes $N$ scenes into $S$ concurrent stage streams governed by a shared policy, ensuring all transport stages receive continuous gradient updates and removing the bottleneck of sequential optimization. The Dynamic Starting Mechanism updates each environment's initial state with terminal states from upstream rollouts, gradually broadening transition coverage and enhancing robustness at stage boundaries. Reward Gating sets the reward to zero for the rest of the episode in later-stage streams when the immediately preceding object is displaced beyond a set threshold, so the shared policy learns not to disturb a just-placed object and earlier placements are preserved throughout the episode. Collectively, these strategies achieve per-stage success rates exceeding 80\% on the two-object LHM-Humanoid benchmark (350 training scenes, 66 held-out scenes). As the number of sequentially transported objects grows beyond two, success declines with the horizon, but the degradation is graceful relative to the sharp drop seen in all baselines.

cs.RO↗

DF$^3$: World Modeling via Decoder-Free Feature Forecasting in Autonomous Navigation

Forecasting future states from video sequences is a critical challenge for autonomous robotic systems and a fundamental objective of world modeling. Prior generative methods operating at the pixel level inevitably overemphasize task-irrelevant details, leading to prohibitive computational overhead. While latent-based approaches attempt to mitigate this by predicting features directly, the persistent reliance on heavy decoders for state-to-task mapping remains a computational bottleneck. In this work, we propose Decoder-Free Feature Forecasting (DF$^3$), a novel framework that models world evolution entirely within the latent space and directly derives task outputs, completely eliminating the need for a decoder. Specifically, DF$^3$ injects learnable spatial queries into the terminal blocks of a frozen vision foundation model to extract future state representations directly. By employing a lightweight, unified Motion-Aware Context Fusion (MACF) mechanism that seamlessly integrates coarse flow warping with fine-grained latent cross-correlation, these queries interact with historical token representations to explicitly align and forecast the feature of the next frame. Subsequently, a specialized set of task queries probes these forecasted features for the downstream task. Extensive experiments on public benchmarks and zero-shot deployment in a robotic simulator demonstrate that DF$^3$ achieves performance comparable to state-of-the-art methods while offering superior efficiency and flexibility for integrated perception and control.

cs.CV↗

PoseDiff: A Unified Diffusion Model Bridging Robot Pose Estimation and Video-to-Action Control

We present PoseDiff, a conditional diffusion model that unifies robot state estimation and control within a single framework. At its core, PoseDiff maps raw visual observations into structured robot states-such as 3D keypoints or joint angles-from a single RGB image, eliminating the need for multi-stage pipelines or auxiliary modalities. Building upon this foundation, PoseDiff extends naturally to video-to-action inverse dynamics: by conditioning on sparse video keyframes generated by world models, it produces smooth and continuous long-horizon action sequences through an overlap-averaging strategy. This unified design enables scalable and efficient integration of perception and control. On the DREAM dataset, PoseDiff achieves state-of-the-art accuracy and real-time performance for pose estimation. On Libero-Object manipulation tasks, it substantially improves success rates over existing inverse dynamics modules, even under strict offline settings. Together, these results show that PoseDiff provides a scalable, accurate, and efficient bridge between perception, planning, and control in embodied AI. The video visualization results can be found on the project page: https://haozhuo-zhang.github.io/PoseDiff-project-page/.

cs.RO↗

FLIP: Flow-Centric Generative Planning as General-Purpose Manipulation World Model

We aim to develop a model-based planning framework for world models that can be scaled with increasing model and data budgets for general-purpose manipulation tasks with only language and vision inputs. To this end, we present FLow-centric generative Planning (FLIP), a model-based planning algorithm on visual space that features three key modules: 1. a multi-modal flow generation model as the general-purpose action proposal module; 2. a flow-conditioned video generation model as the dynamics module; and 3. a vision-language representation learning model as the value module. Given an initial image and language instruction as the goal, FLIP can progressively search for long-horizon flow and video plans that maximize the discounted return to accomplish the task. FLIP is able to synthesize long-horizon plans across objects, robots, and tasks with image flows as the general action representation, and the dense flow information also provides rich guidance for long-horizon video generation. In addition, the synthesized flow and video plans can guide the training of low-level control policies for robot execution. Experiments on diverse benchmarks demonstrate that FLIP can improve both the success rates and quality of long-horizon video plan synthesis and has the interactive world model property, opening up wider applications for future works.Video demos are on our website: https://nus-lins-lab.github.io/flipweb/.

cs.RO↗

Hand1000: Generating Realistic Hands from Text with Only 1,000 Images

Text-to-image generation models have achieved remarkable advancements in recent years, aiming to produce realistic images from textual descriptions. However, these models often struggle with generating anatomically accurate representations of human hands. The resulting images frequently exhibit issues such as incorrect numbers of fingers, unnatural twisting or interlacing of fingers, or blurred and indistinct hands. These issues stem from the inherent complexity of hand structures and the difficulty in aligning textual descriptions with precise visual depictions of hands. To address these challenges, we propose a novel approach named Hand1000 that enables the generation of realistic hand images with target gesture using only 1,000 training samples. The training of Hand1000 is divided into three stages with the first stage aiming to enhance the model's understanding of hand anatomy by using a pre-trained hand gesture recognition model to extract gesture representation. The second stage further optimizes text embedding by incorporating the extracted hand gesture representation, to improve alignment between the textual descriptions and the generated hand images. The third stage utilizes the optimized embedding to fine-tune the Stable Diffusion model to generate realistic hand images. In addition, we construct the first publicly available dataset specifically designed for text-to-hand image generation. Based on the existing hand gesture recognition dataset, we adopt advanced image captioning models and LLaMA3 to generate high-quality textual descriptions enriched with detailed gesture information. Extensive experiments demonstrate that Hand1000 significantly outperforms existing models in producing anatomically correct hand images while faithfully representing other details in the text, such as faces, clothing, and colors.

cs.CV↗

Gated Domain-Invariant Feature Disentanglement for Domain Generalizable Object Detection

For Domain Generalizable Object Detection (DGOD), Disentangled Representation Learning (DRL) helps a lot by explicitly disentangling Domain-Invariant Representations (DIR) from Domain-Specific Representations (DSR). Considering the domain category is an attribute of input data, it should be feasible for networks to fit a specific mapping which projects DSR into feature channels exclusive to domain-specific information, and thus much cleaner disentanglement of DIR from DSR can be achieved simply on channel dimension. Inspired by this idea, we propose a novel DRL method for DGOD, which is termed Gated Domain-Invariant Feature Disentanglement (GDIFD). In GDIFD, a Channel Gate Module (CGM) learns to output channel gate signals close to either 0 or 1, which can mask out the channels exclusive to domain-specific information helpful for domain recognition. With the proposed GDIFD, the backbone in our framework can fit the desired mapping easily, which enables the channel-wise disentanglement. In experiments, we demonstrate that our approach is highly effective and achieves state-of-the-art DGOD performance.

cs.CV↗