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Kaichen Zhou

Publications and source records attributed to Kaichen Zhou.

At least 37 records · Page 2Linked to original sources

OPENTOUCH: Bringing Full-Hand Touch to Real-World Interaction

The human hand is our primary interface to the physical world, yet egocentric perception rarely knows when, where, or how forcefully it makes contact. Robust wearable tactile sensors are scarce, and no existing in-the-wild datasets align first-person video with full-hand touch. To bridge the gap between visual perception and physical interaction, we present OpenTouch, the first in-the-wild egocentric full-hand tactile dataset, containing 5.1 hours of synchronized video-touch-pose data and 2,900 curated clips with detailed text annotations. Using OpenTouch, we introduce retrieval and classification benchmarks that probe how touch grounds perception and action. We show that tactile signals provide a compact yet powerful cue for grasp understanding, strengthen cross-modal alignment, and can be reliably retrieved from in-the-wild video queries. By releasing this annotated vision-touch-pose dataset and benchmark, we aim to advance multimodal egocentric perception, embodied learning, and contact-rich robotic manipulation.

cs.CV↗

EviNote-RAG: Enhancing RAG Models via Answer-Supportive Evidence Notes

Retrieval-Augmented Generation (RAG) has advanced open-domain question answering by incorporating external information into model reasoning. However, effectively leveraging external information to enhance reasoning presents the following challenges: (1) low signal-to-noise ratio, where answer-supportive external information is diluted by irrelevant material, and (2) error accumulation, which arises in multi-hop reasoning when incomplete or misleading information is incorporated. To address these challenges, we introduce EviNote-RAG, a framework that follows a retrieve-note-answer workflow. Instead of reasoning directly over raw external information, the model first produces Supportive-Evidence Notes (SENs), which concisely preserve answer-critical information and explicitly mark key and uncertainty information to improve accuracy. We further design an entailment-based Evidence Quality Reward (EQR) to ensure that SENs are logically sufficient to derive the final answer, thereby enhancing SENs' quality. Experiments on both in-domain and out-of-domain QA benchmarks show that EviNote-RAG achieves state-of-the-art performance, improving answer accuracy, training stability, robustness, and efficiency. In particular, it yields relative F1 gains of 20% on HotpotQA (+0.093), 40% on Bamboogle (+0.151), and 91% on 2Wiki (+0.256), benefiting from improvements in the reasoning process.

cs.CL↗

SR3D: Unleashing Single-view 3D Reconstruction for Transparent and Specular Object Grasping

Recent advancements in 3D robotic manipulation have improved grasping of everyday objects, but transparent and specular materials remain challenging due to depth sensing limitations. While several 3D reconstruction and depth completion approaches address these challenges, they suffer from setup complexity or limited observation information utilization. To address this, leveraging the power of single view 3D object reconstruction approaches, we propose a training free framework SR3D that enables robotic grasping of transparent and specular objects from a single view observation. Specifically, given single view RGB and depth images, SR3D first uses the external visual models to generate 3D reconstructed object mesh based on RGB image. Then, the key idea is to determine the 3D object's pose and scale to accurately localize the reconstructed object back into its original depth corrupted 3D scene. Therefore, we propose view matching and keypoint matching mechanisms,which leverage both the 2D and 3D's inherent semantic and geometric information in the observation to determine the object's 3D state within the scene, thereby reconstructing an accurate 3D depth map for effective grasp detection. Experiments in both simulation and real world show the reconstruction effectiveness of SR3D.

cs.RO↗

SCANet: Correcting LEGO Assembly Errors with Self-Correct Assembly Network

Autonomous assembly in robotics and 3D vision presents significant challenges, particularly in ensuring assembly correctness. Presently, predominant methods such as MEPNet focus on assembling components based on manually provided images. However, these approaches often fall short in achieving satisfactory results for tasks requiring long-term planning. Concurrently, we observe that integrating a self-correction module can partially alleviate such issues. Motivated by this concern, we introduce the Single-Step Assembly Error Correction Task, which involves identifying and rectifying misassembled components. To support research in this area, we present the LEGO Error Correction Assembly Dataset (LEGO-ECA), comprising manual images for assembly steps and instances of assembly failures. Additionally, we propose the Self-Correct Assembly Network (SCANet), a novel method to address this task. SCANet treats assembled components as queries, determining their correctness in manual images and providing corrections when necessary. Finally, we utilize SCANet to correct the assembly results of MEPNet. Experimental results demonstrate that SCANet can identify and correct MEPNet's misassembled results, significantly improving the correctness of assembly. Our code and dataset could be found at https://scanet-iros2024.github.io/.

cs.RO↗

SplatMesh: Interactive 3D Segmentation and Editing Using Mesh-Based Gaussian Splatting

A key challenge in fine-grained 3D-based interactive editing is the absence of an efficient representation that balances diverse modifications with high-quality view synthesis under a given memory constraint. While 3D meshes provide robustness for various modifications, they often yield lower-quality view synthesis compared to 3D Gaussian Splatting, which, in turn, suffers from instability during extensive editing. A straightforward combination of these two representations results in suboptimal performance and fails to meet memory constraints. In this paper, we introduce SplatMesh, a novel fine-grained interactive 3D segmentation and editing algorithm that integrates 3D Gaussian Splat with a precomputed mesh and could adjust the memory request based on the requirement. Specifically, given a mesh, \method simplifies it while considering both color and shape, ensuring it meets memory constraints. Then, SplatMesh aligns Gaussian splats with the simplified mesh by treating each triangle as a new reference point. By segmenting and editing the simplified mesh, we can effectively edit the Gaussian splats as well, which will lead to extensive experiments on real and synthetic datasets, coupled with illustrative visual examples, highlighting the superiority of our approach in terms of representation quality and editing performance. Code of our paper can be found here: https://github.com/kaichen-z/SplatMesh.

cs.GR↗

A Self-Correcting Vision-Language-Action Model for Fast and Slow System Manipulation

Recently, some studies have integrated Multimodal Large Language Models into robotic manipulation, constructing vision-language-action models (VLAs) to interpret multimodal information and predict SE(3) poses. While VLAs have shown promising progress, they may suffer from failures when faced with novel and complex tasks. To emulate human-like reasoning for more robust manipulation, we propose the self-corrected (SC-)VLA framework, which integrates fast system for directly predicting actions and slow system for reflecting on failed actions within a single VLA policy. For the fast system, we incorporate parameter-efficient fine-tuning to equip the model with pose prediction capabilities while preserving the inherent reasoning abilities of MLLMs. For the slow system, we propose a Chain-of-Thought training strategy for failure correction, designed to mimic human reflection after a manipulation failure. Specifically, our model learns to identify the causes of action failures, adaptively seek expert feedback, reflect on the current failure scenario, and iteratively generate corrective actions, step by step. Furthermore, a continuous policy learning method is designed based on successfully corrected samples, enhancing the fast system's adaptability to the current configuration. We compare SC-VLA with the previous SOTA VLA in both simulation and real-world tasks, demonstrating an efficient correction process and improved manipulation accuracy on both seen and unseen tasks.

cs.CV↗

TransDiff: Diffusion-Based Method for Manipulating Transparent Objects Using a Single RGB-D Image

Manipulating transparent objects presents significant challenges due to the complexities introduced by their reflection and refraction properties, which considerably hinder the accurate estimation of their 3D shapes. To address these challenges, we propose a single-view RGB-D-based depth completion framework, TransDiff, that leverages the Denoising Diffusion Probabilistic Models(DDPM) to achieve material-agnostic object grasping in desktop. Specifically, we leverage features extracted from RGB images, including semantic segmentation, edge maps, and normal maps, to condition the depth map generation process. Our method learns an iterative denoising process that transforms a random depth distribution into a depth map, guided by initially refined depth information, ensuring more accurate depth estimation in scenarios involving transparent objects. Additionally, we propose a novel training method to better align the noisy depth and RGB image features, which are used as conditions to refine depth estimation step by step. Finally, we utilized an improved inference process to accelerate the denoising procedure. Through comprehensive experimental validation, we demonstrate that our method significantly outperforms the baselines in both synthetic and real-world benchmarks with acceptable inference time. The demo of our method can be found on https://wang-haoxiao.github.io/TransDiff/

cs.CV↗

DynPoint: Dynamic Neural Point For View Synthesis

The introduction of neural radiance fields has greatly improved the effectiveness of view synthesis for monocular videos. However, existing algorithms face difficulties when dealing with uncontrolled or lengthy scenarios, and require extensive training time specific to each new scenario. To tackle these limitations, we propose DynPoint, an algorithm designed to facilitate the rapid synthesis of novel views for unconstrained monocular videos. Rather than encoding the entirety of the scenario information into a latent representation, DynPoint concentrates on predicting the explicit 3D correspondence between neighboring frames to realize information aggregation. Specifically, this correspondence prediction is achieved through the estimation of consistent depth and scene flow information across frames. Subsequently, the acquired correspondence is utilized to aggregate information from multiple reference frames to a target frame, by constructing hierarchical neural point clouds. The resulting framework enables swift and accurate view synthesis for desired views of target frames. The experimental results obtained demonstrate the considerable acceleration of training time achieved - typically an order of magnitude - by our proposed method while yielding comparable outcomes compared to prior approaches. Furthermore, our method exhibits strong robustness in handling long-duration videos without learning a canonical representation of video content.

cs.CV↗

Manydepth2: Motion-Aware Self-Supervised Monocular Depth Estimation in Dynamic Scenes

Despite advancements in self-supervised monocular depth estimation, challenges persist in dynamic scenarios due to the dependence on assumptions about a static world. In this paper, we present Manydepth2, to achieve precise depth estimation for both dynamic objects and static backgrounds, all while maintaining computational efficiency. To tackle the challenges posed by dynamic content, we incorporate optical flow and coarse monocular depth to create a pseudo-static reference frame. This frame is then utilized to build a motion-aware cost volume in collaboration with the vanilla target frame. Furthermore, to improve the accuracy and robustness of the network architecture, we propose an attention-based depth network that effectively integrates information from feature maps at different resolutions by incorporating both channel and non-local attention mechanisms. Compared to methods with similar computational costs, Manydepth2 achieves a significant reduction of approximately five percent in root-mean-square error for self-supervised monocular depth estimation on the KITTI-2015 dataset. The code could be found at https://github.com/kaichen-z/Manydepth2.

cs.CV↗

Empowering Sparse-Input Neural Radiance Fields with Dual-Level Semantic Guidance from Dense Novel Views

Neural Radiance Fields (NeRF) have shown remarkable capabilities for photorealistic novel view synthesis. One major deficiency of NeRF is that dense inputs are typically required, and the rendering quality will drop drastically given sparse inputs. In this paper, we highlight the effectiveness of rendered semantics from dense novel views, and show that rendered semantics can be treated as a more robust form of augmented data than rendered RGB. Our method enhances NeRF's performance by incorporating guidance derived from the rendered semantics. The rendered semantic guidance encompasses two levels: the supervision level and the feature level. The supervision-level guidance incorporates a bi-directional verification module that decides the validity of each rendered semantic label, while the feature-level guidance integrates a learnable codebook that encodes semantic-aware information, which is queried by each point via the attention mechanism to obtain semantic-relevant predictions. The overall semantic guidance is embedded into a self-improved pipeline. We also introduce a more challenging sparse-input indoor benchmark, where the number of inputs is limited to as few as 6. Experiments demonstrate the effectiveness of our method and it exhibits superior performance compared to existing approaches.

cs.CV↗

VMLoc: Variational Fusion For Learning-Based Multimodal Camera Localization

Recent learning-based approaches have achieved impressive results in the field of single-shot camera localization. However, how best to fuse multiple modalities (e.g., image and depth) and to deal with degraded or missing input are less well studied. In particular, we note that previous approaches towards deep fusion do not perform significantly better than models employing a single modality. We conjecture that this is because of the naive approaches to feature space fusion through summation or concatenation which do not take into account the different strengths of each modality. To address this, we propose an end-to-end framework, termed VMLoc, to fuse different sensor inputs into a common latent space through a variational Product-of-Experts (PoE) followed by attention-based fusion. Unlike previous multimodal variational works directly adapting the objective function of vanilla variational auto-encoder, we show how camera localization can be accurately estimated through an unbiased objective function based on importance weighting. Our model is extensively evaluated on RGB-D datasets and the results prove the efficacy of our model. The source code is available at https://github.com/kaichen-z/VMLoc.

cs.CV↗

RoboMamba: Efficient Vision-Language-Action Model for Robotic Reasoning and Manipulation

A fundamental objective in robot manipulation is to enable models to comprehend visual scenes and execute actions. Although existing Vision-Language-Action (VLA) models for robots can handle a range of basic tasks, they still face challenges in two areas: (1) insufficient reasoning ability to tackle complex tasks, and (2) high computational costs for VLA model fine-tuning and inference. The recently proposed state space model (SSM) known as Mamba demonstrates promising capabilities in non-trivial sequence modeling with linear inference complexity. Inspired by this, we introduce RoboMamba, an end-to-end robotic VLA model that leverages Mamba to deliver both robotic reasoning and action capabilities, while maintaining efficient fine-tuning and inference. Specifically, we first integrate the vision encoder with Mamba, aligning visual tokens with language embedding through co-training, empowering our model with visual common sense and robotic-related reasoning. To further equip RoboMamba with SE(3) pose prediction abilities, we explore an efficient fine-tuning strategy with a simple policy head. We find that once RoboMamba possesses sufficient reasoning capability, it can acquire manipulation skills with minimal fine-tuning parameters (0.1\% of the model) and time. In experiments, RoboMamba demonstrates outstanding reasoning capabilities on general and robotic evaluation benchmarks. Meanwhile, our model showcases impressive pose prediction results in both simulation and real-world experiments, achieving inference speeds 3 times faster than existing VLA models. Our project web page: https://sites.google.com/view/robomamba-web

cs.CV↗

AIC MLLM: Autonomous Interactive Correction MLLM for Robust Robotic Manipulation

The ability to reflect on and correct failures is crucial for robotic systems to interact stably with real-life objects.Observing the generalization and reasoning capabilities of Multimodal Large Language Models (MLLMs), previous approaches have aimed to utilize these models to enhance robotic systems accordingly.However, these methods typically focus on high-level planning corrections using an additional MLLM, with limited utilization of failed samples to correct low-level contact poses which is particularly prone to occur during articulated object manipulation.To address this gap, we propose an Autonomous Interactive Correction (AIC) MLLM, which makes use of previous low-level interaction experiences to correct SE(3) pose predictions for articulated object. Specifically, AIC MLLM is initially fine-tuned to acquire both pose prediction and feedback prompt comprehension abilities.We design two types of prompt instructions for interactions with objects: 1) visual masks to highlight unmovable parts for position correction, and 2) textual descriptions to indicate potential directions for rotation correction. During inference, a Feedback Information Extraction module is introduced to recognize the failure cause, allowing AIC MLLM to adaptively correct the pose prediction using the corresponding prompts.To further enhance manipulation stability, we devise a Test Time Adaptation strategy that enables AIC MLLM to better adapt to the current scene configuration.Finally, extensive experiments are conducted in both simulated and real-world environments to evaluate the proposed method. The results demonstrate that our AIC MLLM can efficiently correct failure samples by leveraging interaction experience prompts.Our project website is https://sites.google.com/view/aic-mllm.

cs.RO↗

OV-NeRF: Open-vocabulary Neural Radiance Fields with Vision and Language Foundation Models for 3D Semantic Understanding

The development of Neural Radiance Fields (NeRFs) has provided a potent representation for encapsulating the geometric and appearance characteristics of 3D scenes. Enhancing the capabilities of NeRFs in open-vocabulary 3D semantic perception tasks has been a recent focus. However, current methods that extract semantics directly from Contrastive Language-Image Pretraining (CLIP) for semantic field learning encounter difficulties due to noisy and view-inconsistent semantics provided by CLIP. To tackle these limitations, we propose OV-NeRF, which exploits the potential of pre-trained vision and language foundation models to enhance semantic field learning through proposed single-view and cross-view strategies. First, from the single-view perspective, we introduce Region Semantic Ranking (RSR) regularization by leveraging 2D mask proposals derived from Segment Anything (SAM) to rectify the noisy semantics of each training view, facilitating accurate semantic field learning. Second, from the cross-view perspective, we propose a Cross-view Self-enhancement (CSE) strategy to address the challenge raised by view-inconsistent semantics. Rather than invariably utilizing the 2D inconsistent semantics from CLIP, CSE leverages the 3D consistent semantics generated from the well-trained semantic field itself for semantic field training, aiming to reduce ambiguity and enhance overall semantic consistency across different views. Extensive experiments validate our OV-NeRF outperforms current state-of-the-art methods, achieving a significant improvement of 20.31% and 18.42% in mIoU metric on Replica and ScanNet, respectively. Furthermore, our approach exhibits consistent superior results across various CLIP configurations, further verifying its robustness. Project page: https://github.com/pcl3dv/OV-NeRF.

cs.CV↗

MambaLoc: Efficient Camera Localisation via State Space Model

Location information is pivotal for the automation and intelligence of terminal devices and edge-cloud IoT systems, such as autonomous vehicles and augmented reality. However, achieving reliable positioning across diverse IoT applications remains challenging due to significant training costs and the necessity of densely collected data. To tackle these issues, we have innovatively applied the selective state space (SSM) model to visual localization, introducing a new model named MambaLoc. The proposed model demonstrates exceptional training efficiency by capitalizing on the SSM model's strengths in efficient feature extraction, rapid computation, and memory optimization, and it further ensures robustness in sparse data environments due to its parameter sparsity. Additionally, we propose the Global Information Selector (GIS), which leverages selective SSM to implicitly achieve the efficient global feature extraction capabilities of Non-local Neural Networks. This design leverages the computational efficiency of the SSM model alongside the Non-local Neural Networks' capacity to capture long-range dependencies with minimal layers. Consequently, the GIS enables effective global information capture while significantly accelerating convergence. Our extensive experimental validation using public indoor and outdoor datasets first demonstrates our model's effectiveness, followed by evidence of its versatility with various existing localization models. Our code and models are publicly available to support further research and development in this area.

cs.CV↗

LoopSparseGS: Loop Based Sparse-View Friendly Gaussian Splatting

Despite the photorealistic novel view synthesis (NVS) performance achieved by the original 3D Gaussian splatting (3DGS), its rendering quality significantly degrades with sparse input views. This performance drop is mainly caused by the limited number of initial points generated from the sparse input, insufficient supervision during the training process, and inadequate regularization of the oversized Gaussian ellipsoids. To handle these issues, we propose the LoopSparseGS, a loop-based 3DGS framework for the sparse novel view synthesis task. In specific, we propose a loop-based Progressive Gaussian Initialization (PGI) strategy that could iteratively densify the initialized point cloud using the rendered pseudo images during the training process. Then, the sparse and reliable depth from the Structure from Motion, and the window-based dense monocular depth are leveraged to provide precise geometric supervision via the proposed Depth-alignment Regularization (DAR). Additionally, we introduce a novel Sparse-friendly Sampling (SFS) strategy to handle oversized Gaussian ellipsoids leading to large pixel errors. Comprehensive experiments on four datasets demonstrate that LoopSparseGS outperforms existing state-of-the-art methods for sparse-input novel view synthesis, across indoor, outdoor, and object-level scenes with various image resolutions.

cs.CV↗

TARGO: Benchmarking Target-driven Object Grasping under Occlusions

Recent advances in predicting 6D grasp poses from a single depth image have led to promising performance in robotic grasping. However, previous grasping models face challenges in cluttered environments where nearby objects impact the target object's grasp. In this paper, we first establish a new benchmark dataset for TARget-driven Grasping under Occlusions, named TARGO. We make the following contributions: 1) We are the first to study the occlusion level of grasping. 2) We set up an evaluation benchmark consisting of large-scale synthetic data and part of real-world data, and we evaluated five grasp models and found that even the current SOTA model suffers when the occlusion level increases, leaving grasping under occlusion still a challenge. 3) We also generate a large-scale training dataset via a scalable pipeline, which can be used to boost the performance of grasping under occlusion and generalized to the real world. 4) We further propose a transformer-based grasping model involving a shape completion module, termed TARGO-Net, which performs most robustly as occlusion increases. Our benchmark dataset can be found at https://TARGO-benchmark.github.io/.

cs.RO↗

Spherical Mask: Coarse-to-Fine 3D Point Cloud Instance Segmentation with Spherical Representation

Coarse-to-fine 3D instance segmentation methods show weak performances compared to recent Grouping-based, Kernel-based and Transformer-based methods. We argue that this is due to two limitations: 1) Instance size overestimation by axis-aligned bounding box(AABB) 2) False negative error accumulation from inaccurate box to the refinement phase. In this work, we introduce Spherical Mask, a novel coarse-to-fine approach based on spherical representation, overcoming those two limitations with several benefits. Specifically, our coarse detection estimates each instance with a 3D polygon using a center and radial distance predictions, which avoids excessive size estimation of AABB. To cut the error propagation in the existing coarse-to-fine approaches, we virtually migrate points based on the polygon, allowing all foreground points, including false negatives, to be refined. During inference, the proposal and point migration modules run in parallel and are assembled to form binary masks of instances. We also introduce two margin-based losses for the point migration to enforce corrections for the false positives/negatives and cohesion of foreground points, significantly improving the performance. Experimental results from three datasets, such as ScanNetV2, S3DIS, and STPLS3D, show that our proposed method outperforms existing works, demonstrating the effectiveness of the new instance representation with spherical coordinates. The code is available at: https://github.com/yunshin/SphericalMask

cs.CV↗