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Jiahui Lei

Publications and source records attributed to Jiahui Lei.

At least 19 recordsLinked to original sources

Social Humanoid: Socially Responsive Human-Humanoid Interaction

Humanoid robots are typically trained as solitary agents, leaving them unable to coordinate physically with human partners who naturally anticipate and adjust to one another. To bridge this gap, we present Social Humanoid, a hierarchical system that generates and executes socially responsive whole-body motion on a 29-DoF Unitree G1 conditioned on a human partner's motion. Its high-level policy performs flexible sequence modeling of human and humanoid motion through a shared tokenized representation, generating reactive humanoid motion and anticipating the partner's motion when they are occluded, while a low-level whole-body tracking controller executes the generated motion on the robot. To train the system, we introduce a two-phase adaptive retargeting procedure that retargets one interaction partner to the robot while morphing the other partner to preserve contact dynamics, reachability, and relative body scale. We apply this procedure across five motion-capture datasets to produce a new Human-Humanoid Interaction (HHI) benchmark of 260 hours of human-humanoid interactions. Our results demonstrate that Social Humanoid produces coordinated, human-aligned behavior across diverse interaction types in simulation and the real world. Project page: https://von31.github.io/social-humanoid/

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MAESTRO: Orchestrating Robotics Modules with Coding Agents for Zero-Shot Generalist Robots

Today's dominant route to generalist robots scales robotics data to train end-to-end policies. We instead use a vision-language model (VLM) as a coding agent that writes robot programs using a curated library of perception, planning, and control tools. MAESTRO's orchestration harness packages multi-step perception and action procedures into callable tools and guides their use through a plan-act-replan loop, using visual and execution feedback to verify outcomes and recover from failures. With this tool library and harness, MAESTRO matches or surpasses state-of-the-art vision-language-action (VLA) models zero-shot in our tabletop comparison and performs diverse mobile manipulation tasks, without collecting new teleoperation data or invoking a VLA tool. Ablations show that expanding the tool library improves average task progress with the full harness, while adding tools without it does not reliably improve progress. Case studies illustrate MAESTRO's potential for autonomous code improvement across trials, faster execution with VLA tools, and automatic robot data generation. We show that expanding robotics tool libraries together with their orchestration harnesses offers a complementary route to general-purpose robots alongside scaling end-to-end robot training data. Project site: https://maestro-robot.github.io. Code: https://github.com/penn-pal-lab/maestro.

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EyeRobot 2.0: Active Gaze for Precise Manipulation without Wrist Cameras

Inspired by human vision, we introduce a framework using active gaze to enable fine-grained bimanual manipulation with only a single stereo camera. EyeRobot 2.0 physically attends to a 3D fixation point in the scene by swiveling two eye viewpoints to center their gaze on it. The resulting images are processed foveally by allocating more visual tokens to the image centers, focusing computation on task-relevant features. Such Active Visual Fixation (AVF) requires carefully coordinated gaze during task execution, which we accomplish hierarchically by first training a low-level gaze servoing policy conditioned on a goal object, then training a target selector which emits fixation goals based on task progress. Both modules are trained with RL on real-world data: the first is trained with a dense geometric reward and the second co-trains with the BC gripper policy which allows it to discover fixation sequences that can resemble a human's fixation sequence while performing the task. EyeRobot 2.0 further takes advantage of fixation by canonicalizing gripper information into a fixation-relative SE(3) frame, which compacts the size of the action distribution to learn. We collect teleoperation data for 7 real-world and 6 simulated tasks, and conduct over 1000 physical and 1800 simulated robot trials comparing EyeRobot 2.0 against passive stereo and ego + wrist camera policies trained on the same data. Removing wrist cameras is costly for standard policies: with only passive stereo, real-world success drops from 52% to 27%. EyeRobot 2.0 closes this gap with only stereo, outperforming passive stereo by 40% in real and 20% in sim. It matches ego + wrist policies when their wrist views are clear (69% vs. 64%), and more than doubles their success when grasped objects occlude the wrist cameras (48% vs. 22%)

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World Motion Models: Flexible Sequence Modeling of SE(3) Trajectories

Equipping artificial agents with spatial intelligence requires a comprehensive generative prior over the dynamic 3D world. We propose World Motion Models (WMMs) that capture "what was, is, and will be where across time" via sparse SE(3) pose trajectories. WMMs are built on the observation that elements of dynamic scenes can be well approximated by a set of rigid SE(3) trajectories, a minimal yet expressive primitive for 4D modeling. This representation unifies articulated objects, human bodies, hand-object interactions, piecewise-rigid scene dynamics, camera motion, and even robot states and actions into a single shared space. Given this representation, we cast the joint distribution of these entities as a flexible sequence modeling problem, utilizing flow-matching with per-token noise levels. Coupled with a context token mechanism for non-sequential conditioning, this formulation supports any-to-any marginal conditioning across an arbitrary number of entities and time steps. Tasks such as future prediction, motion infilling, model-predictive control, inverse kinematics, cross-embodiment retargeting, and policy learning all reduce to the application of different masks over the same network. Experiments on 6 diverse applications of 3D vision and robotics demonstrate the versatility and flexibility of WMMs with strong performance.

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UniMate: One Unified Model to Animate Diverse Skeletons

Recent advances in automatic rigging now deliver animation-ready 3D assets at scale, yet generating the motion to drive them remains a bottleneck. Existing learned animators are topology-constrained: they rely on category-specific templates or require per-skeleton fine-tuning and reference motions at inference. We present UniMate, a unified foundation model that synthesizes articulated motion for arbitrary skeletons from a rigged 3D asset and a text prompt, with no test-time optimization or per-skeleton retraining. UniMate introduces a topology-aware diffusion transformer, which integrates skeletal topology into attention via three mechanisms: (1) a graph-aware attention bias from pairwise joint relations and geodesic distances; (2) a spectral rotary position embedding generalizing RoPE to arbitrary kinematic trees via the graph Laplacian; and (3) a global topological conditioner attention-pooled from the rest-pose skeleton. We also curate UniML3D, 13,006 motion sequences spanning bipedal, quadrupedal, avian, marine, insectoid, serpentine, and articulated rigid objects with unified canonicalization and text pairing. Trained on this dataset, UniMate outperforms state-of-the-art baselines in quality, generalization, and efficiency, and supports zero-shot cross-topology transfer, in-betweening, expansion, and text-guided editing. Our project page is available at https://linzhanmou.com/unimate/.

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StereoDiff: Stereo-Diffusion Synergy for Video Depth Estimation

Recent video depth estimation methods achieve great performance by following the paradigm of image depth estimation, i.e., typically fine-tuning pre-trained video diffusion models with massive data. However, we argue that video depth estimation is not a naive extension of image depth estimation. The temporal consistency requirements for dynamic and static regions in videos are fundamentally different. Consistent video depth in static regions, typically backgrounds, can be more effectively achieved via stereo matching across all frames, which provides much stronger global 3D cues. While the consistency for dynamic regions still should be learned from large-scale video depth data to ensure smooth transitions, due to the violation of triangulation constraints. Based on these insights, we introduce StereoDiff, a two-stage video depth estimator that synergizes stereo matching for mainly the static areas with video depth diffusion for maintaining consistent depth transitions in dynamic areas. We mathematically demonstrate how stereo matching and video depth diffusion offer complementary strengths through frequency domain analysis, highlighting the effectiveness of their synergy in capturing the advantages of both. Experimental results on zero-shot, real-world, dynamic video depth benchmarks, both indoor and outdoor, demonstrate StereoDiff's SoTA performance, showcasing its superior consistency and accuracy in video depth estimation.

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T-Rex: Tactile-Reactive Dexterous Manipulation

The ability to react dynamically to tactile signals has long been considered crucial to agile human-level dexterity. Yet contemporary learning-based Vision-Language-Action (VLA) models for robotic manipulation generally either overlook the tactile modality or are limited to encoders with static cues, due in part to the scarcity of diverse training data and standardized evaluation, architectural constraints in current VLA models, and limitations of static tactile encoders. In this paper, we push the frontier of tactile-reactive manipulation by addressing all of these limitations. We propose a large-scale, 100-hour tactile-rich dataset collected via a novel, data-efficient recipe that prioritizes elementary motor primitives. To effectively exploit naturally high-frequency touch signals without sacrificing the existing capabilities of existing VLAs, we introduce a variable-rate Mixture-of-Transformers (MoT) architecture equipped with a novel temporal tactile VQ-VAE encoder. We demonstrate the effectiveness of tactile-reactive policies on 12 manipulation tasks requiring delicate force control and deformable object manipulation, achieving over 30% higher average success rate than the strongest baseline.

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Playful Agentic Robot Learning

Current agentic robot systems can write executable Code-as-Policy programs, observe feedback, and revise behavior across multiple attempts, but they remain largely task-driven: reusable skills are acquired only after explicit instructions. We study Playful Agentic Robot Learning, where an embodied coding agent uses self-directed play as a continual skill-learning stage before downstream tasks arrive. We introduce RATs, Robotics Agent Teams designed for play-time skill acquisition. During play, RATs proposes novel yet learnable exploratory tasks, plans and executes robot-code policies, verifies intermediate progress, diagnoses failures, retries with dense, step-level feedback, and distills successful executions into a persistent code skill library. At test time, the agent reuses relevant skills from this frozen library to help solve new tasks. Experiments in LIBERO-PRO and MolmoSpaces show that play-learned skills improve held-out downstream tasks over no-play and random-play baselines, with 20.6 and 17.0 percentage-point gains over CaP-Agent0 on LIBERO-PRO and MolmoSpaces, respectively. Moreover, the learned skills can be plugged into other inference-time Code-as-Policy agents by simply retrieving them into the context, improving RoboSuite and real-world transfer by 8.9 and 8.8 points, respectively, without finetuning the underlying model.

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Surflo: Consistent 3D Surface Flow Model with Global State

Geometry is invariant to viewpoint, which makes any collection of images a redundant encoding of a single 3D state. Existing feed-forward reconstruction models fail to exploit this: per-view methods emit overlapping, unaligned pointmaps that grow linearly with input count, while global-latent methods commit to a fixed, low-resolution output. We introduce Surflo, which compresses a variable number of unposed RGB views into K latent tokens-one global state-and decodes oriented 3D surface points by independently transporting them from noise onto the surface via flow matching. This frees the output from any fixed grid or token budget: the same latent yields from a few thousand to a million points in a single forward pass. To suppress the local inconsistencies inherent to independent per-point decoding, an inference-time guidance term correlates nearby points by injecting a photometric gradient during ODE integration. Surflo matches or surpasses feed-forward baselines on surface metrics, runs an order of magnitude faster than optimization-based methods that require hundreds of views, and is the only feed-forward approach to combine a global latent with arbitrary-resolution decoding.

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DIMO: Diverse 3D Motion Generation for Arbitrary Objects

We present DIMO, a generative approach capable of generating diverse 3D motions for arbitrary objects from a single image. The core idea of our work is to leverage the rich priors in well-trained video models to extract the common motion patterns and then embed them into a shared low-dimensional latent space. Specifically, we first generate multiple videos of the same object with diverse motions. We then embed each motion into a latent vector and train a shared motion decoder to learn the distribution of motions represented by a structured and compact motion representation, i.e., neural key point trajectories. The canonical 3D Gaussians are then driven by these key points and fused to model the geometry and appearance. During inference time with learned latent space, we can instantly sample diverse 3D motions in a single-forward pass and support several interesting applications including 3D motion interpolation and language-guided motion generation. Our project page is available at https://linzhanm.github.io/dimo.

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MoMaps: Semantics-Aware Scene Motion Generation with Motion Maps

This paper addresses the challenge of learning semantically and functionally meaningful 3D motion priors from real-world videos, in order to enable prediction of future 3D scene motion from a single input image. We propose a novel pixel-aligned Motion Map (MoMap) representation for 3D scene motion, which can be generated from existing generative image models to facilitate efficient and effective motion prediction. To learn meaningful distributions over motion, we create a large-scale database of MoMaps from over 50,000 real videos and train a diffusion model on these representations. Our motion generation not only synthesizes trajectories in 3D but also suggests a new pipeline for 2D video synthesis: first generate a MoMap, then warp an image accordingly and complete the warped point-based renderings. Experimental results demonstrate that our approach generates plausible and semantically consistent 3D scene motion.

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VideoLifter: Lifting Videos to 3D with Fast Hierarchical Stereo Alignment

Efficiently reconstructing 3D scenes from monocular video remains a core challenge in computer vision, vital for applications in virtual reality, robotics, and scene understanding. Recently, frame-by-frame progressive reconstruction without camera poses is commonly adopted, incurring high computational overhead and compounding errors when scaling to longer videos. To overcome these issues, we introduce VideoLifter, a novel video-to-3D pipeline that leverages a local-to-global strategy on a fragment basis, achieving both extreme efficiency and SOTA quality. Locally, VideoLifter leverages learnable 3D priors to register fragments, extracting essential information for subsequent 3D Gaussian initialization with enforced inter-fragment consistency and optimized efficiency. Globally, it employs a tree-based hierarchical merging method with key frame guidance for inter-fragment alignment, pairwise merging with Gaussian point pruning, and subsequent joint optimization to ensure global consistency while efficiently mitigating cumulative errors. This approach significantly accelerates the reconstruction process, reducing training time by over 82% while holding better visual quality than current SOTA methods.

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ProTracker: Probabilistic Integration for Robust and Accurate Point Tracking

We propose ProTracker, a novel framework for accurate and robust long-term dense tracking of arbitrary points in videos. Previous methods relying on global cost volumes effectively handle large occlusions and scene changes but lack precision and temporal awareness. In contrast, local iteration-based methods accurately track smoothly transforming scenes but face challenges with occlusions and drift. To address these issues, we propose a probabilistic framework that marries the strengths of both paradigms by leveraging local optical flow for predictions and refined global heatmaps for observations. This design effectively combines global semantic information with temporally aware low-level features, enabling precise and robust long-term tracking of arbitrary points in videos. Extensive experiments demonstrate that ProTracker attains state-of-the-art performance among optimization-based approaches and surpasses supervised feed-forward methods on multiple benchmarks. The code and model will be released after publication.

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Zero-1-to-G: Taming Pretrained 2D Diffusion Model for Direct 3D Generation

Recent advances in 2D image generation have achieved remarkable quality,largely driven by the capacity of diffusion models and the availability of large-scale datasets. However, direct 3D generation is still constrained by the scarcity and lower fidelity of 3D datasets. In this paper, we introduce Zero-1-to-G, a novel approach that addresses this problem by enabling direct single-view generation on Gaussian splats using pretrained 2D diffusion models. Our key insight is that Gaussian splats, a 3D representation, can be decomposed into multi-view images encoding different attributes. This reframes the challenging task of direct 3D generation within a 2D diffusion framework, allowing us to leverage the rich priors of pretrained 2D diffusion models. To incorporate 3D awareness, we introduce cross-view and cross-attribute attention layers, which capture complex correlations and enforce 3D consistency across generated splats. This makes Zero-1-to-G the first direct image-to-3D generative model to effectively utilize pretrained 2D diffusion priors, enabling efficient training and improved generalization to unseen objects. Extensive experiments on both synthetic and in-the-wild datasets demonstrate superior performance in 3D object generation, offering a new approach to high-quality 3D generation.

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DynMF: Neural Motion Factorization for Real-time Dynamic View Synthesis with 3D Gaussian Splatting

Accurately and efficiently modeling dynamic scenes and motions is considered so challenging a task due to temporal dynamics and motion complexity. To address these challenges, we propose DynMF, a compact and efficient representation that decomposes a dynamic scene into a few neural trajectories. We argue that the per-point motions of a dynamic scene can be decomposed into a small set of explicit or learned trajectories. Our carefully designed neural framework consisting of a tiny set of learned basis queried only in time allows for rendering speed similar to 3D Gaussian Splatting, surpassing 120 FPS, while at the same time, requiring only double the storage compared to static scenes. Our neural representation adequately constrains the inherently underconstrained motion field of a dynamic scene leading to effective and fast optimization. This is done by biding each point to motion coefficients that enforce the per-point sharing of basis trajectories. By carefully applying a sparsity loss to the motion coefficients, we are able to disentangle the motions that comprise the scene, independently control them, and generate novel motion combinations that have never been seen before. We can reach state-of-the-art render quality within just 5 minutes of training and in less than half an hour, we can synthesize novel views of dynamic scenes with superior photorealistic quality. Our representation is interpretable, efficient, and expressive enough to offer real-time view synthesis of complex dynamic scene motions, in monocular and multi-view scenarios.

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HDGS: Textured 2D Gaussian Splatting for Enhanced Scene Rendering

Recent advancements in neural rendering, particularly 2D Gaussian Splatting (2DGS), have shown promising results for jointly reconstructing fine appearance and geometry by leveraging 2D Gaussian surfels. However, current methods face significant challenges when rendering at arbitrary viewpoints, such as anti-aliasing for down-sampled rendering, and texture detail preservation for high-resolution rendering. We proposed a novel method to align the 2D surfels with texture maps and augment it with per-ray depth sorting and fisher-based pruning for rendering consistency and efficiency. With correct order, per-surfel texture maps significantly improve the capabilities to capture fine details. Additionally, to render high-fidelity details in varying viewpoints, we designed a frustum-based sampling method to mitigate the aliasing artifacts. Experimental results on benchmarks and our custom texture-rich dataset demonstrate that our method surpasses existing techniques, particularly in detail preservation and anti-aliasing.

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MoSca: Dynamic Gaussian Fusion from Casual Videos via 4D Motion Scaffolds

We introduce 4D Motion Scaffolds (MoSca), a modern 4D reconstruction system designed to reconstruct and synthesize novel views of dynamic scenes from monocular videos captured casually in the wild. To address such a challenging and ill-posed inverse problem, we leverage prior knowledge from foundational vision models and lift the video data to a novel Motion Scaffold (MoSca) representation, which compactly and smoothly encodes the underlying motions/deformations. The scene geometry and appearance are then disentangled from the deformation field and are encoded by globally fusing the Gaussians anchored onto the MoSca and optimized via Gaussian Splatting. Additionally, camera focal length and poses can be solved using bundle adjustment without the need of any other pose estimation tools. Experiments demonstrate state-of-the-art performance on dynamic rendering benchmarks and its effectiveness on real videos.

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Track Everything Everywhere Fast and Robustly

We propose a novel test-time optimization approach for efficiently and robustly tracking any pixel at any time in a video. The latest state-of-the-art optimization-based tracking technique, OmniMotion, requires a prohibitively long optimization time, rendering it impractical for downstream applications. OmniMotion is sensitive to the choice of random seeds, leading to unstable convergence. To improve efficiency and robustness, we introduce a novel invertible deformation network, CaDeX++, which factorizes the function representation into a local spatial-temporal feature grid and enhances the expressivity of the coupling blocks with non-linear functions. While CaDeX++ incorporates a stronger geometric bias within its architectural design, it also takes advantage of the inductive bias provided by the vision foundation models. Our system utilizes monocular depth estimation to represent scene geometry and enhances the objective by incorporating DINOv2 long-term semantics to regulate the optimization process. Our experiments demonstrate a substantial improvement in training speed (more than \textbf{10 times} faster), robustness, and accuracy in tracking over the SoTA optimization-based method OmniMotion.

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