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Lixing Fang

Publications and source records attributed to Lixing Fang.

7 recordsLinked to original sources

SPOT: Spatial Perception-Oriented Long-Horizon Humanoid Teleoperation

High-quality demonstration data is becoming a central bottleneck for training general-purpose humanoid robots. While recent humanoid teleoperation systems have made substantial progress in retargeting human motion to robot motion, long-horizon loco-manipulation requires another capability: operators must maintain task-relevant spatial awareness over time, e.g., object locations, surrounding environments, the robot's pose. We call the extent of this awareness the operator's perceptual horizon. However, existing methods often shorten this: narrow views miss peripheral events, robot-mounted cameras become unstable during locomotion, and coupled head-view control makes looking around interfere with robot motion. We present SPOT, a Spatial Perception-Oriented VR Teleoperation system for collecting long-horizon humanoid demonstration data by providing extended perceptual horizon. SPOT combines a robot-mounted binocular fisheye camera, a wide-field stereoscopic display, viewpoint-decoupled free-looking, and visual stabilization to provide a robot-centric view that is wide, stable, and actively inspectable. Unlike conventional egocentric interfaces, SPOT decouples visual exploration from robot actuation: the egocentric stereo observation is rendered on a virtual hemisphere around the operator, so natural head rotations change where the operator looks within the wide-field view rather than commanding the robot head, camera, or torso. We evaluate SPOT on perception-critical humanoid data-collection tasks spanning drop recovery, peripheral retrieval, large-workspace bimanual manipulation, fine alignment, and dynamic interaction. SPOT improves efficiency, accuracy, and recovery speed, demonstrating its effectiveness for user-friendly and scalable long-horizon humanoid data collection.

cs.RO

ExtremControl: Low-Latency Humanoid Teleoperation with Direct Extremity Control

Building a low-latency humanoid teleoperation system is essential for collecting diverse reactive and dynamic demonstrations. However, existing approaches rely on heavily pre-processed human-to-humanoid motion retargeting and position-only PD control, resulting in substantial latency that severely limits responsiveness and prevents tasks requiring rapid feedback and fast reactions. To address this problem, we propose ExtremControl, a low latency whole-body control framework that: (1) operates directly on SE(3) poses of selected rigid links, primarily humanoid extremities, to avoid full-body retargeting; (2) utilizes a Cartesian-space mapping to directly convert human motion to humanoid link targets; and (3) incorporates velocity feedforward control at low level to support highly responsive behavior under rapidly changing control interfaces. We further provide a unified theoretical formulation of ExtremControl and systematically validate its effectiveness through experiments in both simulation and real-world environments. Building on ExtremControl, we implement a low-latency humanoid teleoperation system that supports both optical motion capture and VR-based motion tracking, achieving end-to-end latency as low as 50ms and enabling highly responsive behaviors such as ping-pong ball balancing, juggling, and real-time return, thereby substantially surpassing the 200ms latency limit observed in prior work.

cs.RO

Virtual Community: An Open World for Humans, Robots, and Society

The rapid progress in AI and Robotics may lead to a profound societal transformation, as humans and robots begin to coexist within shared communities, introducing both opportunities and challenges. To explore this future, we present Virtual Community-an open-world platform for humans, robots, and society-built on a universal physics engine and grounded in real-world 3D scenes. With Virtual Community, we aim to enable the study of embodied social intelligence at scale. To support these, Virtual Community features: 1) An open-source multi-agent physics simulator that supports robots, humans, and their interactions within a society; 2) A large-scale, real-world aligned community generation pipeline, including vast outdoor space, diverse indoor scenes, and a community of grounded agents with rich characters and appearances. Leveraging Virtual Community, we propose two novel challenges. The Community Planning Challenge evaluates multi-agent reasoning and planning ability in open-world settings, such as cooperating to help agents with daily activities and efficiently connecting other agents. The Community Robot Challenge requires multiple heterogeneous robots to collaborate in solving complex open-world tasks. We evaluate various baselines on these tasks and demonstrate the challenges in both high-level open-world task planning and low-level cooperation controls. We hope that Virtual Community will unlock further study of human-robot coexistence within open-world environments.

cs.CV

Ella: Embodied Social Agents with Lifelong Memory

We introduce Ella, an embodied social agent capable of lifelong learning within a community in a 3D open world, where agents accumulate experiences and acquire knowledge through everyday visual observations and social interactions. At the core of Ella's capabilities is a structured, long-term multimodal memory system that stores, updates, and retrieves information effectively. It consists of a name-centric semantic memory for organizing acquired knowledge and a spatiotemporal episodic memory for capturing multimodal experiences. By integrating this lifelong memory system with foundation models, Ella retrieves relevant information for decision-making, plans daily activities, builds social relationships, and evolves autonomously while coexisting with other intelligent beings in the open world. We conduct capability-oriented evaluations in a dynamic 3D open world where 15 agents engage in social activities for days and are assessed with a suite of unseen controlled evaluations. Experimental results show that Ella can influence, lead, and cooperate with other agents well to achieve goals, showcasing its ability to learn effectively through observation and social interaction. Our findings highlight the transformative potential of combining structured memory systems with foundation models for advancing embodied intelligence. More videos can be found at https://umass-embodied-agi.github.io/Ella/.

cs.CV

UBSoft: A Simulation Platform for Robotic Skill Learning in Unbounded Soft Environments

It is desired to equip robots with the capability of interacting with various soft materials as they are ubiquitous in the real world. While physics simulations are one of the predominant methods for data collection and robot training, simulating soft materials presents considerable challenges. Specifically, it is significantly more costly than simulating rigid objects in terms of simulation speed and storage requirements. These limitations typically restrict the scope of studies on soft materials to small and bounded areas, thereby hindering the learning of skills in broader spaces. To address this issue, we introduce UBSoft, a new simulation platform designed to support unbounded soft environments for robot skill acquisition. Our platform utilizes spatially adaptive resolution scales, where simulation resolution dynamically adjusts based on proximity to active robotic agents. Our framework markedly reduces the demand for extensive storage space and computation costs required for large-scale scenarios involving soft materials. We also establish a set of benchmark tasks in our platform, including both locomotion and manipulation tasks, and conduct experiments to evaluate the efficacy of various reinforcement learning algorithms and trajectory optimization techniques, both gradient-based and sampling-based. Preliminary results indicate that sampling-based trajectory optimization generally achieves better results for obtaining one trajectory to solve the task. Additionally, we conduct experiments in real-world environments to demonstrate that advancements made in our UBSoft simulator could translate to improved robot interactions with large-scale soft material. More videos can be found at https://vis-www.cs.umass.edu/ubsoft/.

cs.RO

CAMS: CAnonicalized Manipulation Spaces for Category-Level Functional Hand-Object Manipulation Synthesis

In this work, we focus on a novel task of category-level functional hand-object manipulation synthesis covering both rigid and articulated object categories. Given an object geometry, an initial human hand pose as well as a sparse control sequence of object poses, our goal is to generate a physically reasonable hand-object manipulation sequence that performs like human beings. To address such a challenge, we first design CAnonicalized Manipulation Spaces (CAMS), a two-level space hierarchy that canonicalizes the hand poses in an object-centric and contact-centric view. Benefiting from the representation capability of CAMS, we then present a two-stage framework for synthesizing human-like manipulation animations. Our framework achieves state-of-the-art performance for both rigid and articulated categories with impressive visual effects. Codes and video results can be found at our project homepage: https://cams-hoi.github.io/

cs.CV

Successive vertex orderings of fully regular graphs

A graph G = (V,E) is called fully regular if for every independent set $I\subset V$ , the number of vertices in $V\setminus$ I that are not connected to any element of I depends only on the size of I. A linear ordering of the vertices of G is called successive if for every i, the first i vertices induce a connected subgraph of G. We give an explicit formula for the number of successive vertex orderings of a fully regular graph. As an application of our results, we give alternative proofs of two theorems of Stanley and Gao + Peng, determining the number of linear edge orderings of complete graphs and complete bipartite graphs, respectively, with the property that the first i edges induce a connected subgraph. As another application, we give a simple product formula for the number of linear orderings of the hyperedges of a complete 3-partite 3-uniform hypergraph such that, for every i, the first i hyperedges induce a connected subgraph. We found similar formulas for complete (non-partite) 3-uniform hypergraphs and in another closely related case, but we managed to verify them only when the number of vertices is small.

math.CO