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Lixin Yang

Publications and source records attributed to Lixin Yang.

At least 37 records · Page 2Linked to original sources

AirExo-2: Scaling up Generalizable Robotic Imitation Learning with Low-Cost Exoskeletons

Scaling up robotic imitation learning for real-world applications requires efficient and scalable demonstration collection methods. While teleoperation is effective, it depends on costly and inflexible robot platforms. In-the-wild demonstrations offer a promising alternative, but existing collection devices have key limitations: handheld setups offer limited observational coverage, and whole-body systems often require fine-tuning with robot data due to domain gaps. To address these challenges, we present AirExo-2, a low-cost exoskeleton system for large-scale in-the-wild data collection, along with several adaptors that transform collected data into pseudo-robot demonstrations suitable for policy learning. We further introduce RISE-2, a generalizable imitation learning policy that fuses 3D spatial and 2D semantic perception for robust manipulations. Experiments show that RISE-2 outperforms prior state-of-the-art methods on both in-domain and generalization evaluations. Trained solely on adapted in-the-wild data produced by AirExo-2, the RISE-2 policy achieves comparable performance to the policy trained with teleoperated data, highlighting the effectiveness and potential of AirExo-2 for scalable and generalizable imitation learning.

cs.RO↗

Spectral effects of radiating gases on the ignition in a multiswirl staged model combustor using full-spectrum k distribution method -- A Large Eddy Simulation Investigation

Radiative heat transfer has been proven to be important during the ignition process in gas turbine. Those radiating gases (CO2, H2O, CO) generated during combustion may display strong spectral, or nongray behavior, which is difficult to both characterize and calculate. In this work, both the full-spectrum k-distribution (FSK) and weighted-sum-of-gray-gases (WSGG) method, along with the Dynamic-thickened-flame (DTF) and Large-Eddy-Simulation (LES) methods, are used to analyze how spectral behavior affects the ignition process in an experimental gas turbine. Results show that radiation affects the ignition process by heating the relatively low temperature regions. Consequently, each ignition phase is differently affected by different spectral treatments. During the initial kernel phase, spectral properties have minimal influence on flame structures and the ignition delay time due to the negligible radiation and optically-thin scenario. However, during the flame growth phase, significant differences appear in the flame structure and the flame propagation speed among different spectral treatments. After the flame fill the combustor and during the stable combustion phase, differences in flame structures calculated by different models become less, but radiation still play an important role in combustion. Therefore, high-fidelity spectral models are recommended during the modelling of the ignition process in the gas turbine.

physics.flu-dyn↗

Motion Before Action: Diffusing Object Motion as Manipulation Condition

Inferring object motion representations from observations enhances the performance of robotic manipulation tasks. This paper introduces a new paradigm for robot imitation learning that generates action sequences by reasoning about object motion from visual observations. We propose MBA (Motion Before Action), a novel module that employs two cascaded diffusion processes for object motion generation and robot action generation under object motion guidance. MBA first predicts the future pose sequence of the object based on observations, then uses this sequence as a condition to guide robot action generation. Designed as a plug-and-play component, MBA can be flexibly integrated into existing robotic manipulation policies with diffusion action heads. Extensive experiments in both simulated and real-world environments demonstrate that our approach substantially improves the performance of existing policies across a wide range of manipulation tasks. Project page: https://selen-suyue.github.io/MBApage/

cs.RO↗

OmniCam: Unified Multimodal Video Generation via Camera Control

Camera control, which achieves diverse visual effects by changing camera position and pose, has attracted widespread attention. However, existing methods face challenges such as complex interaction and limited control capabilities. To address these issues, we present OmniCam, a unified multimodal camera control framework. Leveraging large language models and video diffusion models, OmniCam generates spatio-temporally consistent videos. It supports various combinations of input modalities: the user can provide text or video with expected trajectory as camera path guidance, and image or video as content reference, enabling precise control over camera motion. To facilitate the training of OmniCam, we introduce the OmniTr dataset, which contains a large collection of high-quality long-sequence trajectories, videos, and corresponding descriptions. Experimental results demonstrate that our model achieves state-of-the-art performance in high-quality camera-controlled video generation across various metrics.

cs.CV↗

Dense Policy: Bidirectional Autoregressive Learning of Actions

Mainstream visuomotor policies predominantly rely on generative models for holistic action prediction, while current autoregressive policies, predicting the next token or chunk, have shown suboptimal results. This motivates a search for more effective learning methods to unleash the potential of autoregressive policies for robotic manipulation. This paper introduces a bidirectionally expanded learning approach, termed Dense Policy, to establish a new paradigm for autoregressive policies in action prediction. It employs a lightweight encoder-only architecture to iteratively unfold the action sequence from an initial single frame into the target sequence in a coarse-to-fine manner with logarithmic-time inference. Extensive experiments validate that our dense policy has superior autoregressive learning capabilities and can surpass existing holistic generative policies. Our policy, example data, and training code will be publicly available upon publication. Project page: https: //selen-suyue.github.io/DspNet/.

cs.RO↗

UniMAP: Universal SMILES-Graph Representation Learning

Molecular representation learning is fundamental for many drug related applications. Most existing molecular pre-training models are limited in using single molecular modality, either SMILES or graph representation. To effectively leverage both modalities, we argue that it is critical to capture the fine-grained 'semantics' between SMILES and graph, because subtle sequence/graph differences may lead to contrary molecular properties. In this paper, we propose a universal SMILE-graph representation learning model, namely UniMAP. Firstly, an embedding layer is employed to obtain the token and node/edge representation in SMILES and graph, respectively. A multi-layer Transformer is then utilized to conduct deep cross-modality fusion. Specially, four kinds of pre-training tasks are designed for UniMAP, including Multi-Level Cross-Modality Masking (CMM), SMILES-Graph Matching (SGM), Fragment-Level Alignment (FLA), and Domain Knowledge Learning (DKL). In this way, both global (i.e. SGM and DKL) and local (i.e. CMM and FLA) alignments are integrated to achieve comprehensive cross-modality fusion. We evaluate UniMAP on various downstream tasks, i.e. molecular property prediction, drug-target affinity prediction and drug-drug interaction. Experimental results show that UniMAP outperforms current state-of-the-art pre-training methods.We also visualize the learned representations to demonstrate the effect of multi-modality integration.

cs.LG↗

Relativistic spin hydrodynamics revisited with general rotation by entropy-current analysis

We revisit the canonical formulation of spin hydrodynamics for Dirac fermions with a general thermal vorticity. The orders of the general thermal vorticity and the corresponding spin variables are considered independently from those of the conventional hydrodynamic variables and their perturbative gradients. Assuming a totally antisymmetric spin current of Dirac fermions, the entropy-current analysis with a general spin potential indicates that the constitutive relations of the stress-energy tensor have to involve spin variables, particularly those linked to boost symmetry, to adhere to the entropy principle. In the presence of the degree of freedom associated with boost symmetry, we choose the constitutive relations of the canonical formulation to be connected to those of the phenomenological formulation through pseudogauge transformation. Subsequently, a linear-mode analysis is conducted using the resulting spin hydrodynamic equations. It is observed that the spin and hydrodynamic modes in this canonical formulation display different characteristics compared to those in the phenomenological formulation up to the second order of gradient.

nucl-th↗

SemGrasp: Semantic Grasp Generation via Language Aligned Discretization

Generating natural human grasps necessitates consideration of not just object geometry but also semantic information. Solely depending on object shape for grasp generation confines the applications of prior methods in downstream tasks. This paper presents a novel semantic-based grasp generation method, termed SemGrasp, which generates a static human grasp pose by incorporating semantic information into the grasp representation. We introduce a discrete representation that aligns the grasp space with semantic space, enabling the generation of grasp postures in accordance with language instructions. A Multimodal Large Language Model (MLLM) is subsequently fine-tuned, integrating object, grasp, and language within a unified semantic space. To facilitate the training of SemGrasp, we have compiled a large-scale, grasp-text-aligned dataset named CapGrasp, featuring about 260k detailed captions and 50k diverse grasps. Experimental findings demonstrate that SemGrasp efficiently generates natural human grasps in alignment with linguistic intentions. Our code, models, and dataset are available publicly at: https://kailinli.github.io/SemGrasp.

cs.CV↗

OAKINK2: A Dataset of Bimanual Hands-Object Manipulation in Complex Task Completion

We present OAKINK2, a dataset of bimanual object manipulation tasks for complex daily activities. In pursuit of constructing the complex tasks into a structured representation, OAKINK2 introduces three level of abstraction to organize the manipulation tasks: Affordance, Primitive Task, and Complex Task. OAKINK2 features on an object-centric perspective for decoding the complex tasks, treating them as a sequence of object affordance fulfillment. The first level, Affordance, outlines the functionalities that objects in the scene can afford, the second level, Primitive Task, describes the minimal interaction units that humans interact with the object to achieve its affordance, and the third level, Complex Task, illustrates how Primitive Tasks are composed and interdependent. OAKINK2 dataset provides multi-view image streams and precise pose annotations for the human body, hands and various interacting objects. This extensive collection supports applications such as interaction reconstruction and motion synthesis. Based on the 3-level abstraction of OAKINK2, we explore a task-oriented framework for Complex Task Completion (CTC). CTC aims to generate a sequence of bimanual manipulation to achieve task objectives. Within the CTC framework, we employ Large Language Models (LLMs) to decompose the complex task objectives into sequences of Primitive Tasks and have developed a Motion Fulfillment Model that generates bimanual hand motion for each Primitive Task. OAKINK2 datasets and models are available at https://oakink.net/v2.

cs.CV↗

Color-NeuS: Reconstructing Neural Implicit Surfaces with Color

The reconstruction of object surfaces from multi-view images or monocular video is a fundamental issue in computer vision. However, much of the recent research concentrates on reconstructing geometry through implicit or explicit methods. In this paper, we shift our focus towards reconstructing mesh in conjunction with color. We remove the view-dependent color from neural volume rendering while retaining volume rendering performance through a relighting network. Mesh is extracted from the signed distance function (SDF) network for the surface, and color for each surface vertex is drawn from the global color network. To evaluate our approach, we conceived a in hand object scanning task featuring numerous occlusions and dramatic shifts in lighting conditions. We've gathered several videos for this task, and the results surpass those of any existing methods capable of reconstructing mesh alongside color. Additionally, our method's performance was assessed using public datasets, including DTU, BlendedMVS, and OmniObject3D. The results indicated that our method performs well across all these datasets. Project page: https://colmar-zlicheng.github.io/color_neus.

cs.CV↗

CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation

In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.

cs.CV↗

POEM: Reconstructing Hand in a Point Embedded Multi-view Stereo

Enable neural networks to capture 3D geometrical-aware features is essential in multi-view based vision tasks. Previous methods usually encode the 3D information of multi-view stereo into the 2D features. In contrast, we present a novel method, named POEM, that directly operates on the 3D POints Embedded in the Multi-view stereo for reconstructing hand mesh in it. Point is a natural form of 3D information and an ideal medium for fusing features across views, as it has different projections on different views. Our method is thus in light of a simple yet effective idea, that a complex 3D hand mesh can be represented by a set of 3D points that 1) are embedded in the multi-view stereo, 2) carry features from the multi-view images, and 3) encircle the hand. To leverage the power of points, we design two operations: point-based feature fusion and cross-set point attention mechanism. Evaluation on three challenging multi-view datasets shows that POEM outperforms the state-of-the-art in hand mesh reconstruction. Code and models are available for research at https://github.com/lixiny/POEM.

cs.CV↗

HybrIK-X: Hybrid Analytical-Neural Inverse Kinematics for Whole-body Mesh Recovery

Recovering whole-body mesh by inferring the abstract pose and shape parameters from visual content can obtain 3D bodies with realistic structures. However, the inferring process is highly non-linear and suffers from image-mesh misalignment, resulting in inaccurate reconstruction. In contrast, 3D keypoint estimation methods utilize the volumetric representation to achieve pixel-level accuracy but may predict unrealistic body structures. To address these issues, this paper presents a novel hybrid inverse kinematics solution, HybrIK, that integrates the merits of 3D keypoint estimation and body mesh recovery in a unified framework. HybrIK directly transforms accurate 3D joints to body-part rotations via twist-and-swing decomposition. The swing rotations are analytically solved with 3D joints, while the twist rotations are derived from visual cues through neural networks. To capture comprehensive whole-body details, we further develop a holistic framework, HybrIK-X, which enhances HybrIK with articulated hands and an expressive face. HybrIK-X is fast and accurate by solving the whole-body pose with a one-stage model. Experiments demonstrate that HybrIK and HybrIK-X preserve both the accuracy of 3D joints and the realistic structure of the parametric human model, leading to pixel-aligned whole-body mesh recovery. The proposed method significantly surpasses the state-of-the-art methods on various benchmarks for body-only, hand-only, and whole-body scenarios. Code and results can be found at https://jeffli.site/HybrIK-X/

cs.CV↗

DART: Articulated Hand Model with Diverse Accessories and Rich Textures

Hand, the bearer of human productivity and intelligence, is receiving much attention due to the recent fever of digital twins. Among different hand morphable models, MANO has been widely used in vision and graphics community. However, MANO disregards textures and accessories, which largely limits its power to synthesize photorealistic hand data. In this paper, we extend MANO with Diverse Accessories and Rich Textures, namely DART. DART is composed of 50 daily 3D accessories which varies in appearance and shape, and 325 hand-crafted 2D texture maps covers different kinds of blemishes or make-ups. Unity GUI is also provided to generate synthetic hand data with user-defined settings, e.g., pose, camera, background, lighting, textures, and accessories. Finally, we release DARTset, which contains large-scale (800K), high-fidelity synthetic hand images, paired with perfect-aligned 3D labels. Experiments demonstrate its superiority in diversity. As a complement to existing hand datasets, DARTset boosts the generalization in both hand pose estimation and mesh recovery tasks. Raw ingredients (textures, accessories), Unity GUI, source code and DARTset are publicly available at dart2022.github.io

cs.CV↗

ElitePLM: An Empirical Study on General Language Ability Evaluation of Pretrained Language Models

Nowadays, pretrained language models (PLMs) have dominated the majority of NLP tasks. While, little research has been conducted on systematically evaluating the language abilities of PLMs. In this paper, we present a large-scale empirical study on general language ability evaluation of PLMs (ElitePLM). In our study, we design four evaluation dimensions, i.e. memory, comprehension, reasoning, and composition, to measure ten widely-used PLMs within five categories. Our empirical results demonstrate that: (1) PLMs with varying training objectives and strategies are good at different ability tests; (2) fine-tuning PLMs in downstream tasks is usually sensitive to the data size and distribution; (3) PLMs have excellent transferability between similar tasks. Moreover, the prediction results of PLMs in our experiments are released as an open resource for more deep and detailed analysis on the language abilities of PLMs. This paper can guide the future work to select, apply, and design PLMs for specific tasks. We have made all the details of experiments publicly available at https://github.com/RUCAIBox/ElitePLM.

cs.CL↗

HybrIK: A Hybrid Analytical-Neural Inverse Kinematics Solution for 3D Human Pose and Shape Estimation

Model-based 3D pose and shape estimation methods reconstruct a full 3D mesh for the human body by estimating several parameters. However, learning the abstract parameters is a highly non-linear process and suffers from image-model misalignment, leading to mediocre model performance. In contrast, 3D keypoint estimation methods combine deep CNN network with the volumetric representation to achieve pixel-level localization accuracy but may predict unrealistic body structure. In this paper, we address the above issues by bridging the gap between body mesh estimation and 3D keypoint estimation. We propose a novel hybrid inverse kinematics solution (HybrIK). HybrIK directly transforms accurate 3D joints to relative body-part rotations for 3D body mesh reconstruction, via the twist-and-swing decomposition. The swing rotation is analytically solved with 3D joints, and the twist rotation is derived from the visual cues through the neural network. We show that HybrIK preserves both the accuracy of 3D pose and the realistic body structure of the parametric human model, leading to a pixel-aligned 3D body mesh and a more accurate 3D pose than the pure 3D keypoint estimation methods. Without bells and whistles, the proposed method surpasses the state-of-the-art methods by a large margin on various 3D human pose and shape benchmarks. As an illustrative example, HybrIK outperforms all the previous methods by 13.2 mm MPJPE and 21.9 mm PVE on 3DPW dataset. Our code is available at https://github.com/Jeff-sjtu/HybrIK.

cs.CV↗

OakInk: A Large-scale Knowledge Repository for Understanding Hand-Object Interaction

Learning how humans manipulate objects requires machines to acquire knowledge from two perspectives: one for understanding object affordances and the other for learning human's interactions based on the affordances. Even though these two knowledge bases are crucial, we find that current databases lack a comprehensive awareness of them. In this work, we propose a multi-modal and rich-annotated knowledge repository, OakInk, for visual and cognitive understanding of hand-object interactions. We start to collect 1,800 common household objects and annotate their affordances to construct the first knowledge base: Oak. Given the affordance, we record rich human interactions with 100 selected objects in Oak. Finally, we transfer the interactions on the 100 recorded objects to their virtual counterparts through a novel method: Tink. The recorded and transferred hand-object interactions constitute the second knowledge base: Ink. As a result, OakInk contains 50,000 distinct affordance-aware and intent-oriented hand-object interactions. We benchmark OakInk on pose estimation and grasp generation tasks. Moreover, we propose two practical applications of OakInk: intent-based interaction generation and handover generation. Our datasets and source code are publicly available at https://github.com/lixiny/OakInk.

cs.CV↗

ArtiBoost: Boosting Articulated 3D Hand-Object Pose Estimation via Online Exploration and Synthesis

Estimating the articulated 3D hand-object pose from a single RGB image is a highly ambiguous and challenging problem, requiring large-scale datasets that contain diverse hand poses, object types, and camera viewpoints. Most real-world datasets lack these diversities. In contrast, data synthesis can easily ensure those diversities separately. However, constructing both valid and diverse hand-object interactions and efficiently learning from the vast synthetic data is still challenging. To address the above issues, we propose ArtiBoost, a lightweight online data enhancement method. ArtiBoost can cover diverse hand-object poses and camera viewpoints through sampling in a Composited hand-object Configuration and Viewpoint space (CCV-space) and can adaptively enrich the current hard-discernable items by loss-feedback and sample re-weighting. ArtiBoost alternatively performs data exploration and synthesis within a learning pipeline, and those synthetic data are blended into real-world source data for training. We apply ArtiBoost on a simple learning baseline network and witness the performance boost on several hand-object benchmarks. Our models and code are available at https://github.com/lixiny/ArtiBoost.

cs.CV↗