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Jiangmiao Pang

Publications and source records attributed to Jiangmiao Pang.

At least 127 records · Page 7Linked to original sources

RoboGround: Robotic Manipulation with Grounded Vision-Language Priors

Recent advancements in robotic manipulation have highlighted the potential of intermediate representations for improving policy generalization. In this work, we explore grounding masks as an effective intermediate representation, balancing two key advantages: (1) effective spatial guidance that specifies target objects and placement areas while also conveying information about object shape and size, and (2) broad generalization potential driven by large-scale vision-language models pretrained on diverse grounding datasets. We introduce RoboGround, a grounding-aware robotic manipulation system that leverages grounding masks as an intermediate representation to guide policy networks in object manipulation tasks. To further explore and enhance generalization, we propose an automated pipeline for generating large-scale, simulated data with a diverse set of objects and instructions. Extensive experiments show the value of our dataset and the effectiveness of grounding masks as intermediate guidance, significantly enhancing the generalization abilities of robot policies.

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HOMIE: Humanoid Loco-Manipulation with Isomorphic Exoskeleton Cockpit

Generalizable humanoid loco-manipulation poses significant challenges, requiring coordinated whole-body control and precise, contact-rich object manipulation. To address this, this paper introduces HOMIE, a semi-autonomous teleoperation system that combines a reinforcement learning policy for body control mapped to a pedal, an isomorphic exoskeleton arm for arm control, and motion-sensing gloves for hand control, forming a unified cockpit to freely operate humanoids and establish a data flywheel. The policy incorporates novel designs, including an upper-body pose curriculum, a height-tracking reward, and symmetry utilization. These features enable the system to perform walking and squatting to specific heights while seamlessly adapting to arbitrary upper-body poses. The exoskeleton, by eliminating the reliance on inverse dynamics, delivers faster and more precise arm control. The gloves utilize Hall sensors instead of servos, allowing even compact devices to achieve 15 or more degrees of freedom and freely adapt to any model of dexterous hands. Compared to previous teleoperation systems, HOMIE stands out for its exceptional efficiency, completing tasks in half the time; its expanded working range, allowing users to freely reach high and low areas as well as interact with any objects; and its affordability, with a price of just $500. The system is fully open-source, demos and code can be found in our https://homietele.github.io/.

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LLaVA-3D: A Simple yet Effective Pathway to Empowering LMMs with 3D-awareness

Recent advancements in Large Multimodal Models (LMMs) have greatly enhanced their proficiency in 2D visual understanding tasks, enabling them to effectively process and understand images and videos. However, the development of LMMs with 3D scene understanding capabilities has been hindered by the lack of large-scale 3D vision-language datasets and powerful 3D encoders. In this paper, we introduce a simple yet effective framework called LLaVA-3D. Leveraging the strong 2D visual understanding priors from LLaVA, our LLaVA-3D efficiently adapts LLaVA for 3D scene understanding without compromising 2D understanding capabilities. To achieve this, we utilize the 3D position embeddings to enhance the 2D CLIP Patches with 3D spatial context information and construct 3D patches. By integrating the 3D position embeddings into 2D LMMs and employing joint 2D and 3D vision-language instruction tuning, we establish a unified architecture for both 2D visual understanding and 3D scene understanding. In contrast to previous 3D LMMs, LLaVA-3D supports decoding accurate 3D spatial perception outputs, e.g., 3D bounding boxes, directly from these 3D patches, without relying on the time-consuming off-the-shelf 3D segmentors. Experimental results show that LLaVA-3D converges 3.5x faster than existing 3D LMMs when trained on 3D vision-language datasets. Moreover, LLaVA-3D not only achieves state-of-the-art performance across various 3D tasks but also maintains comparable 2D visual understanding and vision-language conversation capabilities with LLaVA.

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BeamDojo: Learning Agile Humanoid Locomotion on Sparse Footholds

Traversing risky terrains with sparse footholds poses a significant challenge for humanoid robots, requiring precise foot placements and stable locomotion. Existing learning-based approaches often struggle on such complex terrains due to sparse foothold rewards and inefficient learning processes. To address these challenges, we introduce BeamDojo, a reinforcement learning (RL) framework designed for enabling agile humanoid locomotion on sparse footholds. BeamDojo begins by introducing a sampling-based foothold reward tailored for polygonal feet, along with a double critic to balancing the learning process between dense locomotion rewards and sparse foothold rewards. To encourage sufficient trial-and-error exploration, BeamDojo incorporates a two-stage RL approach: the first stage relaxes the terrain dynamics by training the humanoid on flat terrain while providing it with task-terrain perceptive observations, and the second stage fine-tunes the policy on the actual task terrain. Moreover, we implement a onboard LiDAR-based elevation map to enable real-world deployment. Extensive simulation and real-world experiments demonstrate that BeamDojo achieves efficient learning in simulation and enables agile locomotion with precise foot placement on sparse footholds in the real world, maintaining a high success rate even under significant external disturbances.

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Towards Latency-Aware 3D Streaming Perception for Autonomous Driving

Although existing 3D perception algorithms have demonstrated significant improvements in performance, their deployment on edge devices continues to encounter critical challenges due to substantial runtime latency. We propose a new benchmark tailored for online evaluation by considering runtime latency. Based on the benchmark, we build a Latency-Aware 3D Streaming Perception (LASP) framework that addresses the latency issue through two primary components: 1) latency-aware history integration, which extends query propagation into a continuous process, ensuring the integration of historical feature regardless of varying latency; 2) latency-aware predictive detection, a module that compensates the detection results with the predicted trajectory and the posterior accessed latency. By incorporating the latency-aware mechanism, our method shows generalization across various latency levels, achieving an online performance that closely aligns with 80\% of its offline evaluation on the Jetson AGX Orin without any acceleration techniques.

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Gripper Keypose and Object Pointflow as Interfaces for Bimanual Robotic Manipulation

Bimanual manipulation is a challenging yet crucial robotic capability, demanding precise spatial localization and versatile motion trajectories, which pose significant challenges to existing approaches. Existing approaches fall into two categories: keyframe-based strategies, which predict gripper poses in keyframes and execute them via motion planners, and continuous control methods, which estimate actions sequentially at each timestep. The keyframe-based method lacks inter-frame supervision, struggling to perform consistently or execute curved motions, while the continuous method suffers from weaker spatial perception. To address these issues, this paper introduces an end-to-end framework PPI (keyPose and Pointflow Interface), which integrates the prediction of target gripper poses and object pointflow with the continuous actions estimation. These interfaces enable the model to effectively attend to the target manipulation area, while the overall framework guides diverse and collision-free trajectories. By combining interface predictions with continuous actions estimation, PPI demonstrates superior performance in diverse bimanual manipulation tasks, providing enhanced spatial localization and satisfying flexibility in handling movement restrictions. In extensive evaluations, PPI significantly outperforms prior methods in both simulated and real-world experiments, achieving state-of-the-art performance with a +16.1% improvement on the RLBench2 simulation benchmark and an average of +27.5% gain across four challenging real-world tasks. Notably, PPI exhibits strong stability, high precision, and remarkable generalization capabilities in real-world scenarios. Project page: https://yuyinyang3y.github.io/PPI/

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Learning Humanoid Standing-up Control across Diverse Postures

Standing-up control is crucial for humanoid robots, with the potential for integration into current locomotion and loco-manipulation systems, such as fall recovery. Existing approaches are either limited to simulations that overlook hardware constraints or rely on predefined ground-specific motion trajectories, failing to enable standing up across postures in real-world scenes. To bridge this gap, we present HoST (Humanoid Standing-up Control), a reinforcement learning framework that learns standing-up control from scratch, enabling robust sim-to-real transfer across diverse postures. HoST effectively learns posture-adaptive motions by leveraging a multi-critic architecture and curriculum-based training on diverse simulated terrains. To ensure successful real-world deployment, we constrain the motion with smoothness regularization and implicit motion speed bound to alleviate oscillatory and violent motions on physical hardware, respectively. After simulation-based training, the learned control policies are directly deployed on the Unitree G1 humanoid robot. Our experimental results demonstrate that the controllers achieve smooth, stable, and robust standing-up motions across a wide range of laboratory and outdoor environments. Videos and code are available at https://taohuang13.github.io/humanoid-standingup.github.io/.

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Novel Demonstration Generation with Gaussian Splatting Enables Robust One-Shot Manipulation

Visuomotor policies learned from teleoperated demonstrations face challenges such as lengthy data collection, high costs, and limited data diversity. Existing approaches address these issues by augmenting image observations in RGB space or employing Real-to-Sim-to-Real pipelines based on physical simulators. However, the former is constrained to 2D data augmentation, while the latter suffers from imprecise physical simulation caused by inaccurate geometric reconstruction. This paper introduces RoboSplat, a novel method that generates diverse, visually realistic demonstrations by directly manipulating 3D Gaussians. Specifically, we reconstruct the scene through 3D Gaussian Splatting (3DGS), directly edit the reconstructed scene, and augment data across six types of generalization with five techniques: 3D Gaussian replacement for varying object types, scene appearance, and robot embodiments; equivariant transformations for different object poses; visual attribute editing for various lighting conditions; novel view synthesis for new camera perspectives; and 3D content generation for diverse object types. Comprehensive real-world experiments demonstrate that RoboSplat significantly enhances the generalization of visuomotor policies under diverse disturbances. Notably, while policies trained on hundreds of real-world demonstrations with additional 2D data augmentation achieve an average success rate of 57.2%, RoboSplat attains 87.8% in one-shot settings across six types of generalization in the real world.

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A Unified and General Humanoid Whole-Body Controller for Versatile Locomotion

Locomotion is a fundamental skill for humanoid robots. However, most existing works make locomotion a single, tedious, unextendable, and unconstrained movement. This limits the kinematic capabilities of humanoid robots. In contrast, humans possess versatile athletic abilities-running, jumping, hopping, and finely adjusting gait parameters such as frequency and foot height. In this paper, we investigate solutions to bring such versatility into humanoid locomotion and thereby propose HugWBC: a unified and general humanoid whole-body controller for versatile locomotion. By designing a general command space in the aspect of tasks and behaviors, along with advanced techniques like symmetrical loss and intervention training for learning a whole-body humanoid controlling policy in simulation, HugWBC enables real-world humanoid robots to produce various natural gaits, including walking, jumping, standing, and hopping, with customizable parameters such as frequency, foot swing height, further combined with different body height, waist rotation, and body pitch. Beyond locomotion, HugWBC also supports real-time interventions from external upper-body controllers like teleoperation, enabling loco-manipulation with precision under any locomotive behavior. Extensive experiments validate the high tracking accuracy and robustness of HugWBC with/without upper-body intervention for all commands, and we further provide an in-depth analysis of how the various commands affect humanoid movement and offer insights into the relationships between these commands. To our knowledge, HugWBC is the first humanoid whole-body controller that supports such versatile locomotion behaviors with high robustness and flexibility.

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A Data-Centric Revisit of Pre-Trained Vision Models for Robot Learning

Pre-trained vision models (PVMs) are fundamental to modern robotics, yet their optimal configuration remains unclear. Through systematic evaluation, we find that while DINO and iBOT outperform MAE across visuomotor control and perception tasks, they struggle when trained on non-(single-)object-centric (NOC) data--a limitation strongly correlated with their diminished ability to learn object-centric representations. This investigation indicates that the ability to form object-centric representations from the non-object-centric robotics dataset is the key to success for PVMs. Motivated by this discovery, we designed SlotMIM, a method that induces object-centric representations by introducing a semantic bottleneck to reduce the number of prototypes to encourage the emergence of objectness as well as cross-view consistency regularization for encouraging multiview invariance. Our experiments encompass pre-training on object-centric, scene-centric, web-crawled, and ego-centric data. Across all settings, our approach learns transferrable representations and achieves significant improvements over prior work in image recognition, scene understanding, and robot learning evaluations. When scaled up with million-scale datasets, our method also demonstrates superior data efficiency and scalability. Our code and models are publicly available at https://github.com/CVMI-Lab/SlotMIM.

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Infinite Mobility: Scalable High-Fidelity Synthesis of Articulated Objects via Procedural Generation

Large-scale articulated objects with high quality are desperately needed for multiple tasks related to embodied AI. Most existing methods for creating articulated objects are either data-driven or simulation based, which are limited by the scale and quality of the training data or the fidelity and heavy labour of the simulation. In this paper, we propose Infinite Mobility, a novel method for synthesizing high-fidelity articulated objects through procedural generation. User study and quantitative evaluation demonstrate that our method can produce results that excel current state-of-the-art methods and are comparable to human-annotated datasets in both physics property and mesh quality. Furthermore, we show that our synthetic data can be used as training data for generative models, enabling next-step scaling up. Code is available at https://github.com/Intern-Nexus/Infinite-Mobility

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RoboDuet: Learning a Cooperative Policy for Whole-body Legged Loco-Manipulation

Fully leveraging the loco-manipulation capabilities of a quadruped robot equipped with a robotic arm is non-trivial, as it requires controlling all degrees of freedom (DoFs) of the quadruped robot to achieve effective whole-body coordination. In this letter, we propose a novel framework RoboDuet, which employs two collaborative policies to realize locomotion and manipulation simultaneously, achieving whole-body control through mutual interactions. Beyond enabling large-range 6D pose tracking for manipulation, we find that the two-policy framework supports zero-shot transfer across quadruped robots with similar morphology and physical dimensions in the real world. Our experiments demonstrate that RoboDuet achieves a 23% improvement in success rate over the baseline in challenging loco-manipulation tasks employing whole-body control. To support further research, we provide open-source code and additional videos on our website: locomanip-duet.github.io.

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3DGSR: Implicit Surface Reconstruction with 3D Gaussian Splatting

In this paper, we present an implicit surface reconstruction method with 3D Gaussian Splatting (3DGS), namely 3DGSR, that allows for accurate 3D reconstruction with intricate details while inheriting the high efficiency and rendering quality of 3DGS. The key insight is incorporating an implicit signed distance field (SDF) within 3D Gaussians to enable them to be aligned and jointly optimized. First, we introduce a differentiable SDF-to-opacity transformation function that converts SDF values into corresponding Gaussians' opacities. This function connects the SDF and 3D Gaussians, allowing for unified optimization and enforcing surface constraints on the 3D Gaussians. During learning, optimizing the 3D Gaussians provides supervisory signals for SDF learning, enabling the reconstruction of intricate details. However, this only provides sparse supervisory signals to the SDF at locations occupied by Gaussians, which is insufficient for learning a continuous SDF. Then, to address this limitation, we incorporate volumetric rendering and align the rendered geometric attributes (depth, normal) with those derived from 3D Gaussians. This consistency regularization introduces supervisory signals to locations not covered by discrete 3D Gaussians, effectively eliminating redundant surfaces outside the Gaussian sampling range. Our extensive experimental results demonstrate that our 3DGSR method enables high-quality 3D surface reconstruction while preserving the efficiency and rendering quality of 3DGS. Besides, our method competes favorably with leading surface reconstruction techniques while offering a more efficient learning process and much better rendering qualities. The code will be available at https://github.com/CVMI-Lab/3DGSR.

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MGF: Mixed Gaussian Flow for Diverse Trajectory Prediction

To predict future trajectories, the normalizing flow with a standard Gaussian prior suffers from weak diversity. The ineffectiveness comes from the conflict between the fact of asymmetric and multi-modal distribution of likely outcomes and symmetric and single-modal original distribution and supervision losses. Instead, we propose constructing a mixed Gaussian prior for a normalizing flow model for trajectory prediction. The prior is constructed by analyzing the trajectory patterns in the training samples without requiring extra annotations while showing better expressiveness and being multi-modal and asymmetric. Besides diversity, it also provides better controllability for probabilistic trajectory generation. We name our method Mixed Gaussian Flow (MGF). It achieves state-of-the-art performance in the evaluation of both trajectory alignment and diversity on the popular UCY/ETH and SDD datasets. Code is available at https://github.com/mulplue/MGF.

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Predictive Inverse Dynamics Models are Scalable Learners for Robotic Manipulation

Current efforts to learn scalable policies in robotic manipulation primarily fall into two categories: one focuses on "action," which involves behavior cloning from extensive collections of robotic data, while the other emphasizes "vision," enhancing model generalization by pre-training representations or generative models, also referred to as world models, using large-scale visual datasets. This paper presents an end-to-end paradigm that predicts actions using inverse dynamics models conditioned on the robot's forecasted visual states, named Predictive Inverse Dynamics Models (PIDM). By closing the loop between vision and action, the end-to-end PIDM can be a better scalable action learner. In practice, we use Transformers to process both visual states and actions, naming the model Seer. It is initially pre-trained on large-scale robotic datasets, such as DROID, and can be adapted to realworld scenarios with a little fine-tuning data. Thanks to large-scale, end-to-end training and the synergy between vision and action, Seer significantly outperforms previous methods across both simulation and real-world experiments. It achieves improvements of 13% on the LIBERO-LONG benchmark, 21% on CALVIN ABC-D, and 43% in real-world tasks. Notably, Seer sets a new state-of-the-art on CALVIN ABC-D benchmark, achieving an average length of 4.28, and exhibits superior generalization for novel objects, lighting conditions, and environments under high-intensity disturbances on real-world scenarios. Code and models are publicly available at https://github.com/OpenRobotLab/Seer/.

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Learning Humanoid Locomotion with Perceptive Internal Model

In contrast to quadruped robots that can navigate diverse terrains using a "blind" policy, humanoid robots require accurate perception for stable locomotion due to their high degrees of freedom and inherently unstable morphology. However, incorporating perceptual signals often introduces additional disturbances to the system, potentially reducing its robustness, generalizability, and efficiency. This paper presents the Perceptive Internal Model (PIM), which relies on onboard, continuously updated elevation maps centered around the robot to perceive its surroundings. We train the policy using ground-truth obstacle heights surrounding the robot in simulation, optimizing it based on the Hybrid Internal Model (HIM), and perform inference with heights sampled from the constructed elevation map. Unlike previous methods that directly encode depth maps or raw point clouds, our approach allows the robot to perceive the terrain beneath its feet clearly and is less affected by camera movement or noise. Furthermore, since depth map rendering is not required in simulation, our method introduces minimal additional computational costs and can train the policy in 3 hours on an RTX 4090 GPU. We verify the effectiveness of our method across various humanoid robots, various indoor and outdoor terrains, stairs, and various sensor configurations. Our method can enable a humanoid robot to continuously climb stairs and has the potential to serve as a foundational algorithm for the development of future humanoid control methods.

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Grounded 3D-LLM with Referent Tokens

Prior studies on 3D scene understanding have primarily developed specialized models for specific tasks or required task-specific fine-tuning. In this study, we propose Grounded 3D-LLM, which explores the potential of 3D large multi-modal models (3D LMMs) to consolidate various 3D vision tasks within a unified generative framework. The model uses scene referent tokens as special noun phrases to reference 3D scenes, enabling it to handle sequences that interleave 3D and textual data. Per-task instruction-following templates are employed to ensure natural and diversity in translating 3D vision tasks into language formats. To facilitate the use of referent tokens in subsequent language modeling, we provide a large-scale, automatically curated grounded scene-text dataset with over 1 million phrase-to-region correspondences and introduce Contrastive Language-Scene Pre-training (CLASP) to perform phrase-level scene-text alignment using this data. Our comprehensive evaluation covers open-ended tasks like dense captioning and 3D question answering, alongside close-ended tasks such as object detection and language grounding. Experiments across multiple 3D benchmarks reveal the leading performance and the broad applicability of Grounded 3D-LLM. Code and datasets are available at the https://groundedscenellm.github.io/grounded_3d-llm.github.io.

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Unified Human-Scene Interaction via Prompted Chain-of-Contacts

Human-Scene Interaction (HSI) is a vital component of fields like embodied AI and virtual reality. Despite advancements in motion quality and physical plausibility, two pivotal factors, versatile interaction control and the development of a user-friendly interface, require further exploration before the practical application of HSI. This paper presents a unified HSI framework, UniHSI, which supports unified control of diverse interactions through language commands. This framework is built upon the definition of interaction as Chain of Contacts (CoC): steps of human joint-object part pairs, which is inspired by the strong correlation between interaction types and human-object contact regions. Based on the definition, UniHSI constitutes a Large Language Model (LLM) Planner to translate language prompts into task plans in the form of CoC, and a Unified Controller that turns CoC into uniform task execution. To facilitate training and evaluation, we collect a new dataset named ScenePlan that encompasses thousands of task plans generated by LLMs based on diverse scenarios. Comprehensive experiments demonstrate the effectiveness of our framework in versatile task execution and generalizability to real scanned scenes. The project page is at https://github.com/OpenRobotLab/UniHSI .

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