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Kui Jia

Publications and source records attributed to Kui Jia.

At least 37 records · Page 2Linked to original sources

Embracing Evolution: A Call for Body-Control Co-Design in Embodied Humanoid Robot

Humanoid robots, as general-purpose physical agents, must integrate both intelligent control and adaptive morphology to operate effectively in diverse real-world environments. While recent research has focused primarily on optimizing control policies for fixed robot structures, this position paper argues for evolving both control strategies and humanoid robots' physical structure under a co-design mechanism. Inspired by biological evolution, this approach enables robots to iteratively adapt both their form and behavior to optimize performance within task-specific and resource-constrained contexts. Despite its promise, co-design in humanoid robotics remains a relatively underexplored domain, raising fundamental questions about its feasibility and necessity in achieving true embodied intelligence. To address these challenges, we propose practical co-design methodologies grounded in strategic exploration, Sim2Real transfer, and meta-policy learning. We further argue for the essential role of co-design by analyzing it from methodological, application-driven, and community-oriented perspectives. Striving to guide and inspire future studies, we present open research questions, spanning from short-term innovations to long-term goals. This work positions co-design as a cornerstone for developing the next generation of intelligent and adaptable humanoid agents.

cs.RO↗

Semi-Supervised Unconstrained Head Pose Estimation in the Wild

Existing research on unconstrained in-the-wild head pose estimation suffers from the flaws of its datasets, which consist of either numerous samples by non-realistic synthesis or constrained collection, or small-scale natural images yet with plausible manual annotations. This makes fully-supervised solutions compromised due to the reliance on generous labels. To alleviate it, we propose the first semi-supervised unconstrained head pose estimation method SemiUHPE, which can leverage abundant easily available unlabeled head images. Technically, we choose semi-supervised rotation regression and adapt it to the error-sensitive and label-scarce problem of unconstrained head pose. Our method is based on the observation that the aspect-ratio invariant cropping of wild heads is superior to previous landmark-based affine alignment given that landmarks of unconstrained human heads are usually unavailable, especially for underexplored non-frontal heads. Instead of using a pre-fixed threshold to filter out pseudo labeled heads, we propose dynamic entropy based filtering to adaptively remove unlabeled outliers as training progresses by updating the threshold in multiple stages. We then revisit the design of weak-strong augmentations and improve it by devising two novel head-oriented strong augmentations, termed pose-irrelevant cut-occlusion and pose-altering rotation consistency respectively. Extensive experiments and ablation studies show that SemiUHPE outperforms its counterparts greatly on public benchmarks under both the front-range and full-range settings. Furthermore, our proposed method is also beneficial for solving other closely related problems, including generic object rotation regression and 3D head reconstruction, demonstrating good versatility and extensibility. Code is in https://github.com/hnuzhy/SemiUHPE.

cs.CV↗

ARMesh: Autoregressive Mesh Generation via Next-Level-of-Detail Prediction

Directly generating 3D meshes, the default representation for 3D shapes in the graphics industry, using auto-regressive (AR) models has become popular these days, thanks to their sharpness, compactness in the generated results, and ability to represent various types of surfaces. However, AR mesh generative models typically construct meshes face by face in lexicographic order, which does not effectively capture the underlying geometry in a manner consistent with human perception. Inspired by 2D models that progressively refine images, such as the prevailing next-scale prediction AR models, we propose generating meshes auto-regressively in a progressive coarse-to-fine manner. Specifically, we view mesh simplification algorithms, which gradually merge mesh faces to build simpler meshes, as a natural fine-to-coarse process. Therefore, we generalize meshes to simplicial complexes and develop a transformer-based AR model to approximate the reverse process of simplification in the order of level of detail, constructing meshes initially from a single point and gradually adding geometric details through local remeshing, where the topology is not predefined and is alterable. Our experiments show that this novel progressive mesh generation approach not only provides intuitive control over generation quality and time consumption by early stopping the auto-regressive process but also enables applications such as mesh refinement and editing.

cs.GR↗

ImaginationPolicy: Towards Generalizable, Precise and Reliable End-to-End Policy for Robotic Manipulation

End-to-end robot manipulation policies offer significant potential for enabling embodied agents to understand and interact with the world. Unlike traditional modular pipelines, end-to-end learning mitigates key limitations such as information loss between modules and feature misalignment caused by isolated optimization targets. Despite these advantages, existing end-to-end neural networks for robotic manipulation--including those based on large VLM/VLA models--remain insufficiently performant for large-scale practical deployment. In this paper, we take a step towards an end-to-end manipulation policy that is generalizable, accurate and reliable. To achieve this goal, we propose a novel Chain of Moving Oriented Keypoints (CoMOK) formulation for robotic manipulation. Our formulation is used as the action representation of a neural policy, which can be trained in an end-to-end fashion. Such an action representation is general, as it extends the standard end-effector pose action representation and supports a diverse set of manipulation tasks in a unified manner. The oriented keypoint in our method enables natural generalization to objects with different shapes and sizes, while achieving sub-centimeter accuracy. Moreover, our formulation can easily handle multi-stage tasks, multi-modal robot behaviors, and deformable objects. Extensive simulated and hardware experiments demonstrate the effectiveness of our method.

cs.RO↗

Towards Human-Level 3D Relative Pose Estimation: Generalizable, Training-Free, with Single Reference

Humans can easily deduce the relative pose of a previously unseen object, without labeling or training, given only a single query-reference image pair. This is arguably achieved by incorporating i) 3D/2.5D shape perception from a single image, ii) render-and-compare simulation, and iii) rich semantic cue awareness to furnish (coarse) reference-query correspondence. Motivated by this, we propose a novel 3D generalizable relative pose estimation method by elaborating 3D/2.5D shape perception with a 2.5D shape from an RGB-D reference, fulfilling the render-and-compare paradigm with an off-the-shelf differentiable renderer, and leveraging the semantic cues from a pretrained model like DINOv2. Specifically, our differentiable renderer takes the 2.5D rotatable mesh textured by the RGB and the semantic maps (obtained by DINOv2 from the RGB input), then renders new RGB and semantic maps (with back-surface culling) under a novel rotated view. The refinement loss comes from comparing the rendered RGB and semantic maps with the query ones, back-propagating the gradients through the differentiable renderer to refine the 3D relative pose. As a result, \emph{our method can be readily applied to unseen objects, given only a single RGB-D reference, without labeling or training}. Extensive experiments on LineMOD, LM-O, and YCB-V show that our training-free method significantly outperforms the state-of-the-art supervised methods, especially under the rigorous \texttt{Acc@5/10/15}$^\circ$ metrics and the challenging cross-dataset settings.

cs.CV↗

PicoPose: Progressive Pixel-to-Pixel Correspondence Learning for Novel Object Pose Estimation

RGB-based novel object pose estimation is critical for rapid deployment in robotic applications, yet zero-shot generalization remains a key challenge. In this paper, we introduce PicoPose, a novel framework designed to tackle this task using a three-stage pixel-to-pixel correspondence learning process. Firstly, PicoPose matches features from the RGB observation with those from rendered object templates, identifying the best-matched template and establishing coarse correspondences. Secondly, PicoPose smooths the correspondences by globally regressing a 2D affine transformation, including in-plane rotation, scale, and 2D translation, from the coarse correspondence map. Thirdly, PicoPose applies the affine transformation to the feature map of the best-matched template and learns correspondence offsets within local regions to achieve fine-grained correspondences. By progressively refining the correspondences, PicoPose significantly improves the accuracy of object poses computed via PnP/RANSAC. PicoPose achieves state-of-the-art performance on the seven core datasets of the BOP benchmark, demonstrating exceptional generalization to novel objects. Code and trained models are available at https://github.com/foollh/PicoPose.

cs.CV↗

Topology-Aware Modeling for Unsupervised Simulation-to-Reality Point Cloud Recognition

Learning semantic representations from point sets of 3D object shapes is often challenged by significant geometric variations, primarily due to differences in data acquisition methods. Typically, training data is generated using point simulators, while testing data is collected with distinct 3D sensors, leading to a simulation-to-reality (Sim2Real) domain gap that limits the generalization ability of point classifiers. Current unsupervised domain adaptation (UDA) techniques struggle with this gap, as they often lack robust, domain-insensitive descriptors capable of capturing global topological information, resulting in overfitting to the limited semantic patterns of the source domain. To address this issue, we introduce a novel Topology-Aware Modeling (TAM) framework for Sim2Real UDA on object point clouds. Our approach mitigates the domain gap by leveraging global spatial topology, characterized by low-level, high-frequency 3D structures, and by modeling the topological relations of local geometric features through a novel self-supervised learning task. Additionally, we propose an advanced self-training strategy that combines cross-domain contrastive learning with self-training, effectively reducing the impact of noisy pseudo-labels and enhancing the robustness of the adaptation process. Experimental results on three public Sim2Real benchmarks validate the effectiveness of our TAM framework, showing consistent improvements over state-of-the-art methods across all evaluated tasks. The source code of this work will be available at https://github.com/zou-longkun/TAG.git.

cs.CV↗

Nabla-R2D3: Effective and Efficient 3D Diffusion Alignment with 2D Rewards

Generating high-quality and photorealistic 3D assets remains a longstanding challenge in 3D vision and computer graphics. Although state-of-the-art generative models, such as diffusion models, have made significant progress in 3D generation, they often fall short of human-designed content due to limited ability to follow instructions, align with human preferences, or produce realistic textures, geometries, and physical attributes. In this paper, we introduce Nabla-R2D3, a highly effective and sample-efficient reinforcement learning alignment framework for 3D-native diffusion models using 2D rewards. Built upon the recently proposed Nabla-GFlowNet method, which matches the score function to reward gradients in a principled manner for reward finetuning, our Nabla-R2D3 enables effective adaptation of 3D diffusion models using only 2D reward signals. Extensive experiments show that, unlike vanilla finetuning baselines which either struggle to converge or suffer from reward hacking, Nabla-R2D3 consistently achieves higher rewards and reduced prior forgetting within a few finetuning steps.

cs.GR↗

SceneLCM: End-to-End Layout-Guided Interactive Indoor Scene Generation with Latent Consistency Model

Our project page: https://scutyklin.github.io/SceneLCM/. Automated generation of complex, interactive indoor scenes tailored to user prompt remains a formidable challenge. While existing methods achieve indoor scene synthesis, they struggle with rigid editing constraints, physical incoherence, excessive human effort, single-room limitations, and suboptimal material quality. To address these limitations, we propose SceneLCM, an end-to-end framework that synergizes Large Language Model (LLM) for layout design with Latent Consistency Model(LCM) for scene optimization. Our approach decomposes scene generation into four modular pipelines: (1) Layout Generation. We employ LLM-guided 3D spatial reasoning to convert textual descriptions into parametric blueprints(3D layout). And an iterative programmatic validation mechanism iteratively refines layout parameters through LLM-mediated dialogue loops; (2) Furniture Generation. SceneLCM employs Consistency Trajectory Sampling(CTS), a consistency distillation sampling loss guided by LCM, to form fast, semantically rich, and high-quality representations. We also offer two theoretical justification to demonstrate that our CTS loss is equivalent to consistency loss and its distillation error is bounded by the truncation error of the Euler solver; (3) Environment Optimization. We use a multiresolution texture field to encode the appearance of the scene, and optimize via CTS loss. To maintain cross-geometric texture coherence, we introduce a normal-aware cross-attention decoder to predict RGB by cross-attending to the anchors locations in geometrically heterogeneous instance. (4)Physically Editing. SceneLCM supports physically editing by integrating physical simulation, achieved persistent physical realism. Extensive experiments validate SceneLCM's superiority over state-of-the-art techniques, showing its wide-ranging potential for diverse applications.

cs.CV↗

Real-Time Verification of Embodied Reasoning for Generative Skill Acquisition

Generative skill acquisition enables embodied agents to actively learn a scalable and evolving repertoire of control skills, crucial for the advancement of large decision models. While prior approaches often rely on supervision signals from generalist agents (e.g., LLMs), their effectiveness in complex 3D environments remains unclear; exhaustive evaluation incurs substantial computational costs, significantly hindering the efficiency of skill learning. Inspired by recent successes in verification models for mathematical reasoning, we propose VERGSA (Verifying Embodied Reasoning in Generative Skill Acquisition), a framework that systematically integrates real-time verification principles into embodied skill learning. VERGSA establishes 1) a seamless extension from verification of mathematical reasoning into embodied learning by dynamically incorporating contextually relevant tasks into prompts and defining success metrics for both subtasks and overall tasks, and 2) an automated, scalable reward labeling scheme that synthesizes dense reward signals by iteratively finalizing the contribution of scene configuration and subtask learning to overall skill acquisition. To the best of our knowledge, this approach constitutes the first comprehensive training dataset for verification-driven generative skill acquisition, eliminating arduous manual reward engineering. Experiments validate the efficacy of our approach: 1) the exemplar task pool improves the average task success rates by 21%, 2) our verification model boosts success rates by 24% for novel tasks and 36% for encountered tasks, and 3) outperforms LLM-as-a-Judge baselines in verification quality.

cs.RO↗

HWC-Loco: A Hierarchical Whole-Body Control Approach to Robust Humanoid Locomotion

Humanoid robots, capable of assuming human roles in various workplaces, have become essential to embodied intelligence. However, as robots with complex physical structures, learning a control model that can operate robustly across diverse environments remains inherently challenging, particularly under the discrepancies between training and deployment environments. In this study, we propose HWC-Loco, a robust whole-body control algorithm tailored for humanoid locomotion tasks. By reformulating policy learning as a robust optimization problem, HWC-Loco explicitly learns to recover from safety-critical scenarios. While prioritizing safety guarantees, overly conservative behavior can compromise the robot's ability to complete the given tasks. To tackle this challenge, HWC-Loco leverages a hierarchical policy for robust control. This policy can dynamically resolve the trade-off between goal-tracking and safety recovery, guided by human behavior norms and dynamic constraints. To evaluate the performance of HWC-Loco, we conduct extensive comparisons against state-of-the-art humanoid control models, demonstrating HWC-Loco's superior performance across diverse terrains, robot structures, and locomotion tasks under both simulated and real-world environments.

cs.RO↗

You Only Teach Once: Learn One-Shot Bimanual Robotic Manipulation from Video Demonstrations

Bimanual robotic manipulation is a long-standing challenge of embodied intelligence due to its characteristics of dual-arm spatial-temporal coordination and high-dimensional action spaces. Previous studies rely on pre-defined action taxonomies or direct teleoperation to alleviate or circumvent these issues, often making them lack simplicity, versatility and scalability. Differently, we believe that the most effective and efficient way for teaching bimanual manipulation is learning from human demonstrated videos, where rich features such as spatial-temporal positions, dynamic postures, interaction states and dexterous transitions are available almost for free. In this work, we propose the YOTO (You Only Teach Once), which can extract and then inject patterns of bimanual actions from as few as a single binocular observation of hand movements, and teach dual robot arms various complex tasks. Furthermore, based on keyframes-based motion trajectories, we devise a subtle solution for rapidly generating training demonstrations with diverse variations of manipulated objects and their locations. These data can then be used to learn a customized bimanual diffusion policy (BiDP) across diverse scenes. In experiments, YOTO achieves impressive performance in mimicking 5 intricate long-horizon bimanual tasks, possesses strong generalization under different visual and spatial conditions, and outperforms existing visuomotor imitation learning methods in accuracy and efficiency. Our project link is https://hnuzhy.github.io/projects/YOTO.

cs.RO↗

Understanding Attention Mechanism in Video Diffusion Models

Text-to-video (T2V) synthesis models, such as OpenAI's Sora, have garnered significant attention due to their ability to generate high-quality videos from a text prompt. In diffusion-based T2V models, the attention mechanism is a critical component. However, it remains unclear what intermediate features are learned and how attention blocks in T2V models affect various aspects of video synthesis, such as image quality and temporal consistency. In this paper, we conduct an in-depth perturbation analysis of the spatial and temporal attention blocks of T2V models using an information-theoretic approach. Our results indicate that temporal and spatial attention maps affect not only the timing and layout of the videos but also the complexity of spatiotemporal elements and the aesthetic quality of the synthesized videos. Notably, high-entropy attention maps are often key elements linked to superior video quality, whereas low-entropy attention maps are associated with the video's intra-frame structure. Based on our findings, we propose two novel methods to enhance video quality and enable text-guided video editing. These methods rely entirely on lightweight manipulation of the attention matrices in T2V models. The efficacy and effectiveness of our methods are further validated through experimental evaluation across multiple datasets.

cs.CV↗

Towards Real-World Test-Time Adaptation: Tri-Net Self-Training with Balanced Normalization

Test-Time Adaptation aims to adapt source domain model to testing data at inference stage with success demonstrated in adapting to unseen corruptions. However, these attempts may fail under more challenging real-world scenarios. Existing works mainly consider real-world test-time adaptation under non-i.i.d. data stream and continual domain shift. In this work, we first complement the existing real-world TTA protocol with a globally class imbalanced testing set. We demonstrate that combining all settings together poses new challenges to existing methods. We argue the failure of state-of-the-art methods is first caused by indiscriminately adapting normalization layers to imbalanced testing data. To remedy this shortcoming, we propose a balanced batchnorm layer to swap out the regular batchnorm at inference stage. The new batchnorm layer is capable of adapting without biasing towards majority classes. We are further inspired by the success of self-training (ST) in learning from unlabeled data and adapt ST for test-time adaptation. However, ST alone is prone to over adaption which is responsible for the poor performance under continual domain shift. Hence, we propose to improve self-training under continual domain shift by regularizing model updates with an anchored loss. The final TTA model, termed as TRIBE, is built upon a tri-net architecture with balanced batchnorm layers. We evaluate TRIBE on four datasets representing real-world TTA settings. TRIBE consistently achieves the state-of-the-art performance across multiple evaluation protocols. The code is available at https://github.com/Gorilla-Lab-SCUT/TRIBE.

cs.LG↗

Prof. Robot: Differentiable Robot Rendering Without Static and Self-Collisions

Differentiable rendering has gained significant attention in the field of robotics, with differentiable robot rendering emerging as an effective paradigm for learning robotic actions from image-space supervision. However, the lack of physical world perception in this approach may lead to potential collisions during action optimization. In this work, we introduce a novel improvement on previous efforts by incorporating physical awareness of collisions through the learning of a neural robotic collision classifier. This enables the optimization of actions that avoid collisions with static, non-interactable environments as well as the robot itself. To facilitate effective gradient optimization with the classifier, we identify the underlying issue and propose leveraging Eikonal regularization to ensure consistent gradients for optimization. Our solution can be seamlessly integrated into existing differentiable robot rendering frameworks, utilizing gradients for optimization and providing a foundation for future applications of differentiable rendering in robotics with improved reliability of interactions with the physical world. Both qualitative and quantitative experiments demonstrate the necessity and effectiveness of our method compared to previous solutions.

cs.RO↗

GAT-Grasp: Gesture-Driven Affordance Transfer for Task-Aware Robotic Grasping

Achieving precise and generalizable grasping across diverse objects and environments is essential for intelligent and collaborative robotic systems. However, existing approaches often struggle with ambiguous affordance reasoning and limited adaptability to unseen objects, leading to suboptimal grasp execution. In this work, we propose GAT-Grasp, a gesture-driven grasping framework that directly utilizes human hand gestures to guide the generation of task-specific grasp poses with appropriate positioning and orientation. Specifically, we introduce a retrieval-based affordance transfer paradigm, leveraging the implicit correlation between hand gestures and object affordances to extract grasping knowledge from large-scale human-object interaction videos. By eliminating the reliance on pre-given object priors, GAT-Grasp enables zero-shot generalization to novel objects and cluttered environments. Real-world evaluations confirm its robustness across diverse and unseen scenarios, demonstrating reliable grasp execution in complex task settings.

cs.RO↗

On the Adversarial Risk of Test Time Adaptation: An Investigation into Realistic Test-Time Data Poisoning

Test-time adaptation (TTA) updates the model weights during the inference stage using testing data to enhance generalization. However, this practice exposes TTA to adversarial risks. Existing studies have shown that when TTA is updated with crafted adversarial test samples, also known as test-time poisoned data, the performance on benign samples can deteriorate. Nonetheless, the perceived adversarial risk may be overstated if the poisoned data is generated under overly strong assumptions. In this work, we first review realistic assumptions for test-time data poisoning, including white-box versus grey-box attacks, access to benign data, attack order, and more. We then propose an effective and realistic attack method that better produces poisoned samples without access to benign samples, and derive an effective in-distribution attack objective. We also design two TTA-aware attack objectives. Our benchmarks of existing attack methods reveal that the TTA methods are more robust than previously believed. In addition, we analyze effective defense strategies to help develop adversarially robust TTA methods. The source code is available at https://github.com/Gorilla-Lab-SCUT/RTTDP.

cs.LG↗

Efficient and Context-Aware Label Propagation for Zero-/Few-Shot Training-Free Adaptation of Vision-Language Model

Vision-language models (VLMs) have revolutionized machine learning by leveraging large pre-trained models to tackle various downstream tasks. Although label, training, and data efficiency have improved, many state-of-the-art VLMs still require task-specific hyperparameter tuning and fail to fully exploit test samples. To overcome these challenges, we propose a graph-based approach for label-efficient adaptation and inference. Our method dynamically constructs a graph over text prompts, few-shot examples, and test samples, using label propagation for inference without task-specific tuning. Unlike existing zero-shot label propagation techniques, our approach requires no additional unlabeled support set and effectively leverages the test sample manifold through dynamic graph expansion. We further introduce a context-aware feature re-weighting mechanism to improve task adaptation accuracy. Additionally, our method supports efficient graph expansion, enabling real-time inductive inference. Extensive evaluations on downstream tasks, such as fine-grained categorization and out-of-distribution generalization, demonstrate the effectiveness of our approach. The source code is available at https://github.com/Yushu-Li/ECALP.

cs.CV↗