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Li Fuxin

Publications and source records attributed to Li Fuxin.

At least 19 recordsLinked to original sources

3D Point World Models: Point Completion Enables More Accurate Dynamics Learning

Learning predictive models of the world enables robotic control through planning, potentially allowing robots to improvise solutions on new tasks. However, large video-based dynamics models lack explicit 3D spatial structure and suffer from geometrically inconsistent long-term rollouts with compounding errors. Emerging 3D dynamics models based on partial point clouds improve geometric consistency but remain sensitive to occlusions and accumulated prediction drift. To address these challenges, we present 3D Point World Models (3DPWM) - a task-agnostic world model that operates entirely in 3D space by first completing partial point clouds and then learning action-conditioned dynamics in this completed 3D scene. By operating on completed geometry, 3DPWM enables reliable long-horizon rollouts and more accurate cost evaluation for model-based planning while supporting adaptation to new tasks. Experiments across different robotic embodiments and tabletop manipulation benchmarks demonstrate that 3DPWM achieves significantly more reliable long-horizon rollouts (100-300+ steps), supports both open-loop and closed-loop planning, and enables successful sim-to-real transfer.

cs.RO

Learning a Particle Dynamics Model with Real-world Videos

Data-driven learning approaches for physics simulation, sometimes referred to as world models, have emerged as promising alternatives to traditional physics simulators due to their differentiable nature. Prior work has demonstrated impressive results in predicting the motions of rigid and non-rigid objects in complex scenes involving multiple interacting bodies. However, these models are typically trained in simulated environments because obtaining perfect state information such as complete scene point clouds and point correspondences over time is challenging in real-world settings. This reliance on synthetic data can limit their applicability when the sim-to-real gap is large. In this work, we aim to overcome these limitations by introducing a novel framework for training neural object dynamics models directly from unlabeled real-world videos. Specifically, we propose to learn a particle-based dynamics model compatible with a Gaussian splatting framework, which operates on dense particles derived from Gaussians (i.e., particles with scales and rotations) and predicts their position and rotation changes over time. The model is trained via rendering supervision, enabling learning from real-world videos without requiring particle-level labeled states. Our model operates directly on dense Gaussians without relying on heuristic subsampling anchor points. To enable this study, we also present a real-world dataset consisting of about 500 videos capturing diverse object interactions.

cs.CV

Softmax-GS: Generalized Gaussians Learning When to Blend or Bound

3D Gaussian Splatting (3D GS) is widely adopted for novel view synthesis due to its high training and rendering efficiency. However, its efficiency relies on the key assumption that Gaussians do not overlap in the 3D space, which leads to noticeable artifacts and view inconsistencies. In addition, the inherently diffuse boundaries of Gaussians hinder accurate reconstruction of sharp object edges. We propose Softmax-GS, a unified solution that addresses both the view-inconsistency and the diffuse-boundary problem by enforcing a softmax-based competition in overlapping regions between two Gaussians. With learnable parameters controlling the strength of the competition, it enables a continuous spectrum from smooth color blending to crisp, well-defined boundaries. Our formulation explicitly preserves order invariance for any two overlapping Gaussians and ensures that the output transmittance remains unchanged irrespective of the extent of overlapping, preventing undesirable discontinuities in the rendered output. Ablation experiments on simple geometries demonstrate the effectiveness of each component of Softmax-GS, and evaluations on real-world benchmarks show that it achieves state-of-the-art performance, improving both reconstruction quality and parameter efficiency.

cs.CV

Humanoid Hanoi: Investigating Shared Whole-Body Control for Skill-Based Box Rearrangement

We investigate a skill-based framework for humanoid box rearrangement that enables long-horizon execution by sequencing reusable skills at the task level. In our architecture, all skills execute through a shared, task-agnostic whole-body controller (WBC), providing a consistent closed-loop interface for skill composition, in contrast to non-shared designs that use separate low-level controllers per skill. We find that naively reusing the same pretrained WBC can reduce robustness over long horizons, as new skills and their compositions induce shifted state and command distributions. We address this with a simple data aggregation procedure that augments shared-WBC training with rollouts from closed-loop skill execution under domain randomization. To evaluate the approach, we introduce Humanoid Hanoi, a long-horizon Tower-of-Hanoi box rearrangement benchmark, and report results in simulation and on the Digit V3 humanoid robot, demonstrating fully autonomous rearrangement over extended horizons and quantifying the benefits of the shared-WBC approach over non-shared baselines. Project page: https://osudrl.github.io/Humanoid_Hanoi/

cs.RO

Long-LRM++: Preserving Fine Details in Feed-Forward Wide-Coverage Reconstruction

Recent advances in generalizable Gaussian splatting (GS) have enabled feed-forward reconstruction of scenes from tens of input views. Long-LRM notably scales this paradigm to 32 input images at $950\times540$ resolution, achieving 360{\deg} scene-level reconstruction in a single forward pass. However, directly predicting millions of Gaussian parameters at once remains highly error-sensitive: small inaccuracies in positions or other attributes lead to noticeable blurring, particularly in fine structures such as text. In parallel, implicit representation methods such as LVSM and LaCT have demonstrated significantly higher rendering fidelity by compressing scene information into model weights rather than explicit Gaussians, and decoding RGB frames using the full transformer or TTT backbone. However, this computationally intensive decompression process for every rendered frame makes real-time rendering infeasible. These observations raise key questions: Is the deep, sequential "decompression" process necessary? Can we retain the benefits of implicit representations while enabling real-time performance? We address these questions with Long-LRM++, a model that adopts a semi-explicit scene representation combined with a lightweight decoder. Long-LRM++ matches the rendering quality of LaCT on DL3DV while achieving real-time 14 FPS rendering on an A100 GPU, overcoming the speed limitations of prior implicit methods. Our design also scales to 64 input views at the $950\times540$ resolution, demonstrating strong generalization to increased input lengths. Additionally, Long-LRM++ delivers superior novel-view depth prediction on ScanNetv2 compared to direct depth rendering from Gaussians. Extensive ablation studies validate the effectiveness of each component in the proposed framework.

cs.CV

GS4: Generalizable Sparse Splatting Semantic SLAM

Traditional SLAM algorithms excel at camera tracking, but typically produce incomplete and low-resolution maps that are not tightly integrated with semantics prediction. Recent work integrates Gaussian Splatting (GS) into SLAM to enable dense, photorealistic 3D mapping, yet existing GS-based SLAM methods require per-scene optimization that is slow and consumes an excessive number of Gaussians. We present GS4, the first generalizable GS-based semantic SLAM system. Compared with prior approaches, GS4 runs 10x faster, uses 10x fewer Gaussians, and achieves state-of-the-art performance across color, depth, semantic mapping and camera tracking. From an RGB-D video stream, GS4 incrementally builds and updates a set of 3D Gaussians using a feed-forward network. First, the Gaussian Prediction Model estimates a sparse set of Gaussian parameters from input frame, which integrates both color and semantic prediction with the same backbone. Then, the Gaussian Refinement Network merges new Gaussians with the existing set while avoiding redundancy. Finally, when significant pose changes are detected, we perform only 1-5 iterations of joint Gaussian-pose optimization to correct drift, remove floaters, and further improve tracking accuracy. Experiments on the real-world ScanNet and ScanNet++ benchmarks demonstrate state-of-the-art semantic SLAM performance, with strong generalization capability shown through zero-shot transfer to the NYUv2 and TUM RGB-D datasets.

cs.CV

Point-based Instance Completion with Scene Constraints

Recent point-based object completion methods have demonstrated the ability to accurately recover the missing geometry of partially observed objects. However, these approaches are not well-suited for completing objects within a scene, as they do not consider known scene constraints (e.g., other observed surfaces) in their completions and further expect the partial input to be in a canonical coordinate system, which does not hold for objects within scenes. While instance scene completion methods have been proposed for completing objects within a scene, they lag behind point-based object completion methods in terms of object completion quality and still do not consider known scene constraints during completion. To overcome these limitations, we propose a point cloud-based instance completion model that can robustly complete objects at arbitrary scales and pose in the scene. To enable reasoning at the scene level, we introduce a sparse set of scene constraints represented as point clouds and integrate them into our completion model via a cross-attention mechanism. To evaluate the instance scene completion task on indoor scenes, we further build a new dataset called ScanWCF, which contains labeled partial scans as well as aligned ground truth scene completions that are watertight and collision-free. Through several experiments, we demonstrate that our method achieves improved fidelity to partial scans, higher completion quality, and greater plausibility over existing state-of-the-art methods.

cs.CV

Where do Large Vision-Language Models Look at when Answering Questions?

Large Vision-Language Models (LVLMs) have shown promising performance in vision-language understanding and reasoning tasks. However, their visual understanding behaviors remain underexplored. A fundamental question arises: to what extent do LVLMs rely on visual input, and which image regions contribute to their responses? It is non-trivial to interpret the free-form generation of LVLMs due to their complicated visual architecture (e.g., multiple encoders and multi-resolution) and variable-length outputs. In this paper, we extend existing heatmap visualization methods (e.g., iGOS++) to support LVLMs for open-ended visual question answering. We propose a method to select visually relevant tokens that reflect the relevance between generated answers and input image. Furthermore, we conduct a comprehensive analysis of state-of-the-art LVLMs on benchmarks designed to require visual information to answer. Our findings offer several insights into LVLM behavior, including the relationship between focus region and answer correctness, differences in visual attention across architectures, and the impact of LLM scale on visual understanding. The code and data are available at https://github.com/bytedance/LVLM_Interpretation.

cs.CV

PointRecon: Online Point-based 3D Reconstruction via Ray-based 2D-3D Matching

We propose a novel online, point-based 3D reconstruction method from posed monocular RGB videos. Our model maintains a global point cloud representation of the scene, continuously updating the features and 3D locations of points as new images are observed. It expands the point cloud with newly detected points while carefully removing redundancies. The point cloud updates and the depth predictions for new points are achieved through a novel ray-based 2D-3D feature matching technique, which is robust against errors in previous point position predictions. In contrast to offline methods, our approach processes infinite-length sequences and provides real-time updates. Additionally, the point cloud imposes no pre-defined resolution or scene size constraints, and its unified global representation ensures view consistency across perspectives. Experiments on the ScanNet dataset show that our method achieves comparable quality among online MVS approaches. Project page: https://arthurhero.github.io/projects/pointrecon

cs.CV

Long-LRM: Long-sequence Large Reconstruction Model for Wide-coverage Gaussian Splats

We propose Long-LRM, a feed-forward 3D Gaussian reconstruction model for instant, high-resolution, 360{\deg} wide-coverage, scene-level reconstruction. Specifically, it takes in 32 input images at a resolution of 960x540 and produces the Gaussian reconstruction in just 1 second on a single A100 GPU. To handle the long sequence of 250K tokens brought by the large input size, Long-LRM features a mixture of the recent Mamba2 blocks and the classical transformer blocks, enhanced by a light-weight token merging module and Gaussian pruning steps that balance between quality and efficiency. We evaluate Long-LRM on the large-scale DL3DV benchmark and Tanks&Temples, demonstrating reconstruction quality comparable to the optimization-based methods while achieving an 800x speedup w.r.t. the optimization-based approaches and an input size at least 60x larger than the previous feed-forward approaches. We conduct extensive ablation studies on our model design choices for both rendering quality and computation efficiency. We also explore Long-LRM's compatibility with other Gaussian variants such as 2D GS, which enhances Long-LRM's ability in geometry reconstruction. Project page: https://arthurhero.github.io/projects/llrm

cs.CV

Long-Term 3D Point Tracking By Cost Volume Fusion

Long-term point tracking is essential to understand non-rigid motion in the physical world better. Deep learning approaches have recently been incorporated into long-term point tracking, but most prior work predominantly functions in 2D. Although these methods benefit from the well-established backbones and matching frameworks, the motions they produce do not always make sense in the 3D physical world. In this paper, we propose the first deep learning framework for long-term point tracking in 3D that generalizes to new points and videos without requiring test-time fine-tuning. Our model contains a cost volume fusion module that effectively integrates multiple past appearances and motion information via a transformer architecture, significantly enhancing overall tracking performance. In terms of 3D tracking performance, our model significantly outperforms simple scene flow chaining and previous 2D point tracking methods, even if one uses ground truth depth and camera pose to backproject 2D point tracks in a synthetic scenario.

cs.CV

Out of Sight, Still in Mind: Reasoning and Planning about Unobserved Objects with Video Tracking Enabled Memory Models

Robots need to have a memory of previously observed, but currently occluded objects to work reliably in realistic environments. We investigate the problem of encoding object-oriented memory into a multi-object manipulation reasoning and planning framework. We propose DOOM and LOOM, which leverage transformer relational dynamics to encode the history of trajectories given partial-view point clouds and an object discovery and tracking engine. Our approaches can perform multiple challenging tasks including reasoning with occluded objects, novel objects appearance, and object reappearance. Throughout our extensive simulation and real-world experiments, we find that our approaches perform well in terms of different numbers of objects and different numbers of distractor actions. Furthermore, we show our approaches outperform an implicit memory baseline.

cs.RO

Point Cloud Models Improve Visual Robustness in Robotic Learners

Visual control policies can encounter significant performance degradation when visual conditions like lighting or camera position differ from those seen during training -- often exhibiting sharp declines in capability even for minor differences. In this work, we examine robustness to a suite of these types of visual changes for RGB-D and point cloud based visual control policies. To perform these experiments on both model-free and model-based reinforcement learners, we introduce a novel Point Cloud World Model (PCWM) and point cloud based control policies. Our experiments show that policies that explicitly encode point clouds are significantly more robust than their RGB-D counterparts. Further, we find our proposed PCWM significantly outperforms prior works in terms of sample efficiency during training. Taken together, these results suggest reasoning about the 3D scene through point clouds can improve performance, reduce learning time, and increase robustness for robotic learners. Project Webpage: https://pvskand.github.io/projects/PCWM

cs.RO

Object Dynamics Modeling with Hierarchical Point Cloud-based Representations

Modeling object dynamics with a neural network is an important problem with numerous applications. Most recent work has been based on graph neural networks. However, physics happens in 3D space, where geometric information potentially plays an important role in modeling physical phenomena. In this work, we propose a novel U-net architecture based on continuous point convolution which naturally embeds information from 3D coordinates and allows for multi-scale feature representations with established downsampling and upsampling procedures. Bottleneck layers in the downsampled point clouds lead to better long-range interaction modeling. Besides, the flexibility of point convolutions allows our approach to generalize to sparsely sampled points from mesh vertices and dynamically generate features on important interaction points on mesh faces. Experimental results demonstrate that our approach significantly improves the state-of-the-art, especially in scenarios that require accurate gravity or collision reasoning.

cs.CV

Taming the Tail in Class-Conditional GANs: Knowledge Sharing via Unconditional Training at Lower Resolutions

Despite extensive research on training generative adversarial networks (GANs) with limited training data, learning to generate images from long-tailed training distributions remains fairly unexplored. In the presence of imbalanced multi-class training data, GANs tend to favor classes with more samples, leading to the generation of low-quality and less diverse samples in tail classes. In this study, we aim to improve the training of class-conditional GANs with long-tailed data. We propose a straightforward yet effective method for knowledge sharing, allowing tail classes to borrow from the rich information from classes with more abundant training data. More concretely, we propose modifications to existing class-conditional GAN architectures to ensure that the lower-resolution layers of the generator are trained entirely unconditionally while reserving class-conditional generation for the higher-resolution layers. Experiments on several long-tail benchmarks and GAN architectures demonstrate a significant improvement over existing methods in both the diversity and fidelity of the generated images. The code is available at https://github.com/khorrams/utlo.

cs.CV

Diverse Shape Completion via Style Modulated Generative Adversarial Networks

Shape completion aims to recover the full 3D geometry of an object from a partial observation. This problem is inherently multi-modal since there can be many ways to plausibly complete the missing regions of a shape. Such diversity would be indicative of the underlying uncertainty of the shape and could be preferable for downstream tasks such as planning. In this paper, we propose a novel conditional generative adversarial network that can produce many diverse plausible completions of a partially observed point cloud. To enable our network to produce multiple completions for the same partial input, we introduce stochasticity into our network via style modulation. By extracting style codes from complete shapes during training, and learning a distribution over them, our style codes can explicitly carry shape category information leading to better completions. We further introduce diversity penalties and discriminators at multiple scales to prevent conditional mode collapse and to train without the need for multiple ground truth completions for each partial input. Evaluations across several synthetic and real datasets demonstrate that our method achieves significant improvements in respecting the partial observations while obtaining greater diversity in completions.

cs.CV

AutoFocusFormer: Image Segmentation off the Grid

Real world images often have highly imbalanced content density. Some areas are very uniform, e.g., large patches of blue sky, while other areas are scattered with many small objects. Yet, the commonly used successive grid downsampling strategy in convolutional deep networks treats all areas equally. Hence, small objects are represented in very few spatial locations, leading to worse results in tasks such as segmentation. Intuitively, retaining more pixels representing small objects during downsampling helps to preserve important information. To achieve this, we propose AutoFocusFormer (AFF), a local-attention transformer image recognition backbone, which performs adaptive downsampling by learning to retain the most important pixels for the task. Since adaptive downsampling generates a set of pixels irregularly distributed on the image plane, we abandon the classic grid structure. Instead, we develop a novel point-based local attention block, facilitated by a balanced clustering module and a learnable neighborhood merging module, which yields representations for our point-based versions of state-of-the-art segmentation heads. Experiments show that our AutoFocusFormer (AFF) improves significantly over baseline models of similar sizes.

cs.CV

PointConvFormer: Revenge of the Point-based Convolution

We introduce PointConvFormer, a novel building block for point cloud based deep network architectures. Inspired by generalization theory, PointConvFormer combines ideas from point convolution, where filter weights are only based on relative position, and Transformers which utilize feature-based attention. In PointConvFormer, attention computed from feature difference between points in the neighborhood is used to modify the convolutional weights at each point. Hence, we preserved the invariances from point convolution, whereas attention helps to select relevant points in the neighborhood for convolution. PointConvFormer is suitable for multiple tasks that require details at the point level, such as segmentation and scene flow estimation tasks. We experiment on both tasks with multiple datasets including ScanNet, SemanticKitti, FlyingThings3D and KITTI. Our results show that PointConvFormer offers a better accuracy-speed tradeoff than classic convolutions, regular transformers, and voxelized sparse convolution approaches. Visualizations show that PointConvFormer performs similarly to convolution on flat areas, whereas the neighborhood selection effect is stronger on object boundaries, showing that it has got the best of both worlds.

cs.CV