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Manyi Li

Publications and source records attributed to Manyi Li.

At least 19 recordsLinked to original sources

Learning Panorama-Aware VLA for Mobile Manipulation with Whole-Body Teleoperation

Mobile manipulation is a key capability for embodied intelligence, enabling robots to accomplish complex multi-stage tasks in open-world environments. However, mobile manipulation poses two key challenges for vision-language-action (VLA) policies: At the data level, the efficient collection of high-quality whole-body demonstrations demands the coordinated control of both the mobile base and the robotic arms; at the model level, existing VLA models predominantly rely on local camera observations, whose limited field of view hinders global spatial understanding. To address these challenges, we develop a whole-body teleoperation system and a panoramic-aware VLA policy. The system enables coordinated control of a wheeled bimanual robot through a single VR interface and supports the acquisition of a real-world mobile manipulation dataset comprising 5.5 hours of multimodal demonstrations. Building upon this dataset, we propose PanoVLA, a panorama-aware vision-language-action policy for mobile bimanual manipulation. Built upon a Mixture-of-Transformers architecture, PanoVLA introduces global spatial context through dedicated panorama encoding and fusion modules, enabling effective integration of panoramic observations with language instructions and robot states for action generation. Evaluation on four real-world mobile manipulation tasks demonstrates that PanoVLA achieves an average stage completion rate of 91.3\% and an end-to-end success rate of 73.4\%, substantially outperforming local-view baselines. These results demonstrate that incorporating panoramic spatial context improves spatial understanding and closed-loop manipulation performance in mobile robots.

cs.RO

Child-Oriented AIGC Video Risk Reviewing: A Benchmark and Knowledge-Supported Iterative Reasoning Framework

The rapid growth of Artificial Intelligence-generated content (AIGC) is reshaping video production and circulation, exposing children to an increasing volume of AIGC videos. Unlike traditionally produced videos, AIGC videos often exhibit greater uncertainty in visual details, narrative coherence, and content expression, which may introduce developmentally inappropriate risks for children. However, existing video safety research is largely designed for general violation detection from an adult perspective and remains insufficient for identifying the fine-grained, implicit, and context-dependent risks that children may encounter when viewing AIGC videos. To address this gap, we study child-oriented AIGC video reviewing, making three contributions. First, we construct CAVSR, a benchmark of 605 real-world videos collected from multiple platforms, and develop a hierarchical risk taxonomy comprising 6 top-level categories and 26 fine-grained labels to support systematic evaluation of children's viewing risks. Second, we propose QVRS-E, a knowledge- and experience-augmented video reviewing framework that combines multi-agent collaboration with expert and experiential knowledge to support targeted evidence acquisition and fact-grounded reviewing decisions. Third, extensive experiments demonstrate that our method significantly enhances the reviewing of child-related risks integrated with vision-language models, and yields more robust review reports.

cs.CV

ArtPro: Self-Supervised Articulated Object Reconstruction with Adaptive Integration of Mobility Proposals

Reconstructing articulated objects into high-fidelity digital twins is crucial for applications such as robotic manipulation and interactive simulation. Recent self-supervised methods using differentiable rendering frameworks like 3D Gaussian Splatting remain highly sensitive to the initial part segmentation. Their reliance on heuristic clustering or pre-trained models often causes optimization to converge to local minima, especially for complex multi-part objects. To address these limitations, we propose ArtPro, a novel self-supervised framework that introduces adaptive integration of mobility proposals. Our approach begins with an over-segmentation initialization guided by geometry features and motion priors, generating part proposals with plausible motion hypotheses. During optimization, we dynamically merge these proposals by analyzing motion consistency among spatial neighbors, while a collision-aware motion pruning mechanism prevents erroneous kinematic estimation. Extensive experiments on both synthetic and real-world objects demonstrate that ArtPro achieves robust reconstruction of complex multi-part objects, significantly outperforming existing methods in accuracy and stability.

cs.CV

The Illusion of Forgetting: Attack Unlearned Diffusion via Initial Latent Variable Optimization

Text-to-image diffusion models (DMs) are frequently abused to produce harmful or copyrighted content, violating public interests. Concept erasure (unlearning) is a promising paradigm to alleviate this issue. However, there exists a peculiar forgetting illusion phenomenon with unclear cause. Based on empirical analysis, we formally explain this cause: most unlearning partially disrupt the mapping between linguistic symbols and the underlying internal knowledge, leaving the knowledge intact as dormant memories. We further demonstrate that distributional discrepancy in the denoising process serves as a measurable indicator of how much of the mapping is retained, also reflecting unlearning strength. Inspired by this, we propose IVO (Initial Latent Variable Optimization), a novel attack framework designed to assess the robustness of current unlearning methods. IVO optimizes initial latent variables to realign the noise distribution of unlearned models with that of their vanilla counterparts, which reconstructs the fractured mappings and consequently revives dormant memories. Extensive experiments covering 11 unlearning techniques and 3 concept scenarios show that IVO outperforms state-of-the-art baselines, exposing fundamental flaws in current unlearning mechanisms. Warning: This paper has unsafe images that may offend some readers.

cs.LG

Adaptive and Iterative Point Cloud Denoising with Score-Based Diffusion Model

Point cloud denoising task aims to recover the clean point cloud from the scanned data coupled with different levels or patterns of noise. The recent state-of-the-art methods often train deep neural networks to update the point locations towards the clean point cloud, and empirically repeat the denoising process several times in order to obtain the denoised results. It is not clear how to efficiently arrange the iterative denoising processes to deal with different levels or patterns of noise. In this paper, we propose an adaptive and iterative point cloud denoising method based on the score-based diffusion model. For a given noisy point cloud, we first estimate the noise variation and determine an adaptive denoising schedule with appropriate step sizes, then invoke the trained network iteratively to update point clouds following the adaptive schedule. To facilitate this adaptive and iterative denoising process, we design the network architecture and a two-stage sampling strategy for the network training to enable feature fusion and gradient fusion for iterative denoising. Compared to the state-of-the-art point cloud denoising methods, our approach obtains clean and smooth denoised point clouds, while preserving the shape boundary and details better. Our results not only outperform the other methods both qualitatively and quantitatively, but also are preferable on the synthetic dataset with different patterns of noises, as well as the real-scanned dataset.

cs.CV

AG$^2$aussian: Anchor-Graph Structured Gaussian Splatting for Instance-Level 3D Scene Understanding and Editing

3D Gaussian Splatting (3DGS) has witnessed exponential adoption across diverse applications, driving a critical need for semantic-aware 3D Gaussian representations to enable scene understanding and editing tasks. Existing approaches typically attach semantic features to a collection of free Gaussians and distill the features via differentiable rendering, leading to noisy segmentation and a messy selection of Gaussians. In this paper, we introduce AG$^2$aussian, a novel framework that leverages an anchor-graph structure to organize semantic features and regulate Gaussian primitives. Our anchor-graph structure not only promotes compact and instance-aware Gaussian distributions, but also facilitates graph-based propagation, achieving a clean and accurate instance-level Gaussian selection. Extensive validation across four applications, i.e. interactive click-based query, open-vocabulary text-driven query, object removal editing, and physics simulation, demonstrates the advantages of our approach and its benefits to various applications. The experiments and ablation studies further evaluate the effectiveness of the key designs of our approach.

cs.CV

Self-Supervised Continuous Colormap Recovery from a 2D Scalar Field Visualization without a Legend

Recovering a continuous colormap from a single 2D scalar field visualization can be quite challenging, especially in the absence of a corresponding color legend. In this paper, we propose a novel colormap recovery approach that extracts the colormap from a color-encoded 2D scalar field visualization by simultaneously predicting the colormap and underlying data using a decoupling-and-reconstruction strategy. Our approach first separates the input visualization into colormap and data using a decoupling module, then reconstructs the visualization with a differentiable color-mapping module. To guide this process, we design a reconstruction loss between the input and reconstructed visualizations, which serves both as a constraint to ensure strong correlation between colormap and data during training, and as a self-supervised optimizer for fine-tuning the predicted colormap of unseen visualizations during inferencing. To ensure smoothness and correct color ordering in the extracted colormap, we introduce a compact colormap representation using cubic B-spline curves and an associated color order loss. We evaluate our method quantitatively and qualitatively on a synthetic dataset and a collection of real-world visualizations from the VIS30K dataset. Additionally, we demonstrate its utility in two prototype applications -- colormap adjustment and colormap transfer -- and explore its generalization to visualizations with color legends and ones encoded using discrete color palettes.

cs.CV

Pay Less Attention to Deceptive Artifacts: Robust Detection of Compressed Deepfakes on Online Social Networks

With the rapid advancement of deep learning, particularly through generative adversarial networks (GANs) and diffusion models (DMs), AI-generated images, or ``deepfakes", have become nearly indistinguishable from real ones. These images are widely shared across Online Social Networks (OSNs), raising concerns about their misuse. Existing deepfake detection methods overlook the ``block effects" introduced by compression in OSNs, which obscure deepfake artifacts, and primarily focus on raw images, rarely encountered in real-world scenarios. To address these challenges, we propose PLADA (Pay Less Attention to Deceptive Artifacts), a novel framework designed to tackle the lack of paired data and the ineffective use of compressed images. PLADA consists of two core modules: Block Effect Eraser (B2E), which uses a dual-stage attention mechanism to handle block effects, and Open Data Aggregation (ODA), which processes both paired and unpaired data to improve detection. Extensive experiments across 26 datasets demonstrate that PLADA achieves a remarkable balance in deepfake detection, outperforming SoTA methods in detecting deepfakes on OSNs, even with limited paired data and compression. More importantly, this work introduces the ``block effect" as a critical factor in deepfake detection, providing a robust solution for open-world scenarios. Our code is available at https://github.com/ManyiLee/PLADA.

cs.CV

FreeScene: Mixed Graph Diffusion for 3D Scene Synthesis from Free Prompts

Controllability plays a crucial role in the practical applications of 3D indoor scene synthesis. Existing works either allow rough language-based control, that is convenient but lacks fine-grained scene customization, or employ graph based control, which offers better controllability but demands considerable knowledge for the cumbersome graph design process. To address these challenges, we present FreeScene, a user-friendly framework that enables both convenient and effective control for indoor scene synthesis.Specifically, FreeScene supports free-form user inputs including text description and/or reference images, allowing users to express versatile design intentions. The user inputs are adequately analyzed and integrated into a graph representation by a VLM-based Graph Designer. We then propose MG-DiT, a Mixed Graph Diffusion Transformer, which performs graph-aware denoising to enhance scene generation. Our MG-DiT not only excels at preserving graph structure but also offers broad applicability to various tasks, including, but not limited to, text-to-scene, graph-to-scene, and rearrangement, all within a single model. Extensive experiments demonstrate that FreeScene provides an efficient and user-friendly solution that unifies text-based and graph based scene synthesis, outperforming state-of-the-art methods in terms of both generation quality and controllability in a range of applications.

cs.CV

G-DexGrasp: Generalizable Dexterous Grasping Synthesis Via Part-Aware Prior Retrieval and Prior-Assisted Generation

Recent advances in dexterous grasping synthesis have demonstrated significant progress in producing reasonable and plausible grasps for many task purposes. But it remains challenging to generalize to unseen object categories and diverse task instructions. In this paper, we propose G-DexGrasp, a retrieval-augmented generation approach that can produce high-quality dexterous hand configurations for unseen object categories and language-based task instructions. The key is to retrieve generalizable grasping priors, including the fine-grained contact part and the affordance-related distribution of relevant grasping instances, for the following synthesis pipeline. Specifically, the fine-grained contact part and affordance act as generalizable guidance to infer reasonable grasping configurations for unseen objects with a generative model, while the relevant grasping distribution plays as regularization to guarantee the plausibility of synthesized grasps during the subsequent refinement optimization. Our comparison experiments validate the effectiveness of our key designs for generalization and demonstrate the remarkable performance against the existing approaches. Project page: https://g-dexgrasp.github.io/

cs.CV

Hierarchically-Structured Open-Vocabulary Indoor Scene Synthesis with Pre-trained Large Language Model

Indoor scene synthesis aims to automatically produce plausible, realistic and diverse 3D indoor scenes, especially given arbitrary user requirements. Recently, the promising generalization ability of pre-trained large language models (LLM) assist in open-vocabulary indoor scene synthesis. However, the challenge lies in converting the LLM-generated outputs into reasonable and physically feasible scene layouts. In this paper, we propose to generate hierarchically structured scene descriptions with LLM and then compute the scene layouts. Specifically, we train a hierarchy-aware network to infer the fine-grained relative positions between objects and design a divide-and-conquer optimization to solve for scene layouts. The advantages of using hierarchically structured scene representation are two-fold. First, the hierarchical structure provides a rough grounding for object arrangement, which alleviates contradictory placements with dense relations and enhances the generalization ability of the network to infer fine-grained placements. Second, it naturally supports the divide-and-conquer optimization, by first arranging the sub-scenes and then the entire scene, to more effectively solve for a feasible layout. We conduct extensive comparison experiments and ablation studies with both qualitative and quantitative evaluations to validate the effectiveness of our key designs with the hierarchically structured scene representation. Our approach can generate more reasonable scene layouts while better aligned with the user requirements and LLM descriptions. We also present open-vocabulary scene synthesis and interactive scene design results to show the strength of our approach in the applications.

cs.CV

SymBridge: A Human-in-the-Loop Cyber-Physical Interactive System for Adaptive Human-Robot Symbiosis

The development of intelligent robots seeks to seamlessly integrate them into the human world, providing assistance and companionship in daily life and work, with the ultimate goal of achieving human-robot symbiosis. This requires robots with intelligent interaction abilities to work naturally and effectively with humans. However, current robotic simulators fail to support real human participation, limiting their ability to provide authentic interaction experiences and gather valuable human feedback essential for enhancing robotic capabilities. In this paper, we introduce SymBridge, the first human-in-the-loop cyber-physical interactive system designed to enable the safe and efficient development, evaluation, and optimization of human-robot interaction methods. Specifically, we employ augmented reality technology to enable real humans to interact with virtual robots in physical environments, creating an authentic interactive experience. Building on this, we propose a novel robotic interaction model that generates responsive, precise robot actions in real time through continuous human behavior observation. The model incorporates multi-resolution human motion features and environmental affordances, ensuring contextually adaptive robotic responses. Additionally, SymBridge enables continuous robot learning by collecting human feedback and dynamically adapting the robotic interaction model. By leveraging a carefully designed system architecture and modules, SymBridge builds a bridge between humans and robots, as well as between cyber and physical spaces, providing a natural and realistic online interaction experience while facilitating the continuous evolution of robotic intelligence. Extensive experiments, user studies, and real robot testing demonstrate the promising performance of the system and highlight its potential to significantly advance research on human-robot symbiosis.

cs.RO

Unit Region Encoding: A Unified and Compact Geometry-aware Representation for Floorplan Applications

We present the Unit Region Encoding of floorplans, which is a unified and compact geometry-aware encoding representation for various applications, ranging from interior space planning, floorplan metric learning to floorplan generation tasks. The floorplans are represented as the latent encodings on a set of boundary-adaptive unit region partition based on the clustering of the proposed geometry-aware density map. The latent encodings are extracted by a trained network (URE-Net) from the input dense density map and other available semantic maps. Compared to the over-segmented rasterized images and the room-level graph structures, our representation can be flexibly adapted to different applications with the sliced unit regions while achieving higher accuracy performance and better visual quality. We conduct a variety of experiments and compare to the state-of-the-art methods on the aforementioned applications to validate the superiority of our representation, as well as extensive ablation studies to demonstrate the effect of our slicing choices.

cs.CV

CLIP-based Point Cloud Classification via Point Cloud to Image Translation

Point cloud understanding is an inherently challenging problem because of the sparse and unordered structure of the point cloud in the 3D space. Recently, Contrastive Vision-Language Pre-training (CLIP) based point cloud classification model i.e. PointCLIP has added a new direction in the point cloud classification research domain. In this method, at first multi-view depth maps are extracted from the point cloud and passed through the CLIP visual encoder. To transfer the 3D knowledge to the network, a small network called an adapter is fine-tuned on top of the CLIP visual encoder. PointCLIP has two limitations. Firstly, the point cloud depth maps lack image information which is essential for tasks like classification and recognition. Secondly, the adapter only relies on the global representation of the multi-view features. Motivated by this observation, we propose a Pretrained Point Cloud to Image Translation Network (PPCITNet) that produces generalized colored images along with additional salient visual cues to the point cloud depth maps so that it can achieve promising performance on point cloud classification and understanding. In addition, we propose a novel viewpoint adapter that combines the view feature processed by each viewpoint as well as the global intertwined knowledge that exists across the multi-view features. The experimental results demonstrate the superior performance of the proposed model over existing state-of-the-art CLIP-based models on ModelNet10, ModelNet40, and ScanobjectNN datasets.

cs.CV

Varying Manifolds in Diffusion: From Time-varying Geometries to Visual Saliency

Deep generative models learn the data distribution, which is concentrated on a low-dimensional manifold. The geometric analysis of distribution transformation provides a better understanding of data structure and enables a variety of applications. In this paper, we study the geometric properties of the diffusion model, whose forward diffusion process and reverse generation process construct a series of distributions on manifolds which vary over time. Our key contribution is the introduction of generation rate, which corresponds to the local deformation of manifold over time around an image component. We show that the generation rate is highly correlated with intuitive visual properties, such as visual saliency, of the image component. Further, we propose an efficient and differentiable scheme to estimate the generation rate for a given image component over time, giving rise to a generation curve. The differentiable nature of our scheme allows us to control the shape of the generation curve via optimization. Using different loss functions, our generation curve matching algorithm provides a unified framework for a range of image manipulation tasks, including semantic transfer, object removal, saliency manipulation, image blending, etc. We conduct comprehensive analytical evaluations to support our findings and evaluate our framework on various manipulation tasks. The results show that our method consistently leads to better manipulation results, compared to recent baselines.

cs.CV

Learning based 2D Irregular Shape Packing

2D irregular shape packing is a necessary step to arrange UV patches of a 3D model within a texture atlas for memory-efficient appearance rendering in computer graphics. Being a joint, combinatorial decision-making problem involving all patch positions and orientations, this problem has well-known NP-hard complexity. Prior solutions either assume a heuristic packing order or modify the upstream mesh cut and UV mapping to simplify the problem, which either limits the packing ratio or incurs robustness or generality issues. Instead, we introduce a learning-assisted 2D irregular shape packing method that achieves a high packing quality with minimal requirements from the input. Our method iteratively selects and groups subsets of UV patches into near-rectangular super patches, essentially reducing the problem to bin-packing, based on which a joint optimization is employed to further improve the packing ratio. In order to efficiently deal with large problem instances with hundreds of patches, we train deep neural policies to predict nearly rectangular patch subsets and determine their relative poses, leading to linear time scaling with the number of patches. We demonstrate the effectiveness of our method on three datasets for UV packing, where our method achieves a higher packing ratio over several widely used baselines with competitive computational speed.

cs.GR

AffordPose: A Large-scale Dataset of Hand-Object Interactions with Affordance-driven Hand Pose

How human interact with objects depends on the functional roles of the target objects, which introduces the problem of affordance-aware hand-object interaction. It requires a large number of human demonstrations for the learning and understanding of plausible and appropriate hand-object interactions. In this work, we present AffordPose, a large-scale dataset of hand-object interactions with affordance-driven hand pose. We first annotate the specific part-level affordance labels for each object, e.g. twist, pull, handle-grasp, etc, instead of the general intents such as use or handover, to indicate the purpose and guide the localization of the hand-object interactions. The fine-grained hand-object interactions reveal the influence of hand-centered affordances on the detailed arrangement of the hand poses, yet also exhibit a certain degree of diversity. We collect a total of 26.7K hand-object interactions, each including the 3D object shape, the part-level affordance label, and the manually adjusted hand poses. The comprehensive data analysis shows the common characteristics and diversity of hand-object interactions per affordance via the parameter statistics and contacting computation. We also conduct experiments on the tasks of hand-object affordance understanding and affordance-oriented hand-object interaction generation, to validate the effectiveness of our dataset in learning the fine-grained hand-object interactions. Project page: https://github.com/GentlesJan/AffordPose.

cs.CV

Advances in Data-Driven Analysis and Synthesis of 3D Indoor Scenes

This report surveys advances in deep learning-based modeling techniques that address four different 3D indoor scene analysis tasks, as well as synthesis of 3D indoor scenes. We describe different kinds of representations for indoor scenes, various indoor scene datasets available for research in the aforementioned areas, and discuss notable works employing machine learning models for such scene modeling tasks based on these representations. Specifically, we focus on the analysis and synthesis of 3D indoor scenes. With respect to analysis, we focus on four basic scene understanding tasks -- 3D object detection, 3D scene segmentation, 3D scene reconstruction and 3D scene similarity. And for synthesis, we mainly discuss neural scene synthesis works, though also highlighting model-driven methods that allow for human-centric, progressive scene synthesis. We identify the challenges involved in modeling scenes for these tasks and the kind of machinery that needs to be developed to adapt to the data representation, and the task setting in general. For each of these tasks, we provide a comprehensive summary of the state-of-the-art works across different axes such as the choice of data representation, backbone, evaluation metric, input, output, etc., providing an organized review of the literature. Towards the end, we discuss some interesting research directions that have the potential to make a direct impact on the way users interact and engage with these virtual scene models, making them an integral part of the metaverse.

cs.GR