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Ning Tan

Publications and source records attributed to Ning Tan.

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SpaceDex: Generalizable Dexterous Grasping in Tiered Workspaces

Generalizable grasping with high-degree-of-freedom (DoF) dexterous hands remains challenging in tiered workspaces, where occlusion, narrow clearances, and height-dependent constraints are substantially stronger than in open tabletop scenes. Most existing methods are evaluated in relatively unoccluded settings and typically do not explicitly model the distinct control requirements of arm navigation and hand articulation under spatial constraints. We present SpaceDex, a hierarchical framework for dexterous manipulation in constrained 3D environments. At the high level, a Vision-Language Model (VLM) planner parses user intent, reasons about occlusion and height relations across multiple camera views, and generates target bounding boxes for zero-shot segmentation and mask tracking. This stage provides structured spatial guidance for downstream control instead of relying on single-view target selection. At the low level, we introduce an arm-hand Feature Separation Network that decouples global trajectory control for the arm from geometry-aware grasp mode selection for the hand, reducing feature interference between reaching and grasping objectives. The controller further integrates multi-view perception, fingertip tactile sensing, and a small set of recovery demonstrations to improve robustness to partial observability and off-nominal contacts. In 100 real-world trials involving over 30 unseen objects across four categories, SpaceDex achieves a 63.0\% success rate, compared with 39.0\% for a strong tabletop baseline. These results indicate that combining hierarchical spatial planning with arm-hand representation decoupling improves dexterous grasping performance in spatially constrained environments.

cs.RO

Shape-Interpretable Visual Self-Modeling Enables Geometry-Aware Continuum Robot Control

Continuum robots possess high flexibility and redundancy, making them well suited for safe interaction in complex environments, yet their continuous deformation and nonlinear dynamics pose fundamental challenges to perception, modeling, and control. Existing vision-based control approaches often rely on end-to-end learning, achieving shape regulation without explicit awareness of robot geometry or its interaction with the environment. Here, we introduce a shape-interpretable visual self-modeling framework for continuum robots that enables geometry-aware control. Robot shapes are encoded from multi-view planar images using a Bezier-curve representation, transforming visual observations into a compact and physically meaningful shape space that uniquely characterizes the robot's three-dimensional configuration. Based on this representation, neural ordinary differential equations are employed to self-model both shape and end-effector dynamics directly from data, enabling hybrid shape-position control without analytical models or dense body markers. The explicit geometric structure of the learned shape space allows the robot to reason about its body and surroundings, supporting environment-aware behaviors such as obstacle avoidance and self-motion while maintaining end-effector objectives. Experiments on a cable-driven continuum robot demonstrate accurate shape-position regulation and tracking, with shape errors within 1.56% of image resolution and end-effector errors within 2% of robot length, as well as robust performance in constrained environments. By elevating visual shape representations from two-dimensional observations to an interpretable three-dimensional self-model, this work establishes a principled alternative to vision-based end-to-end control and advances autonomous, geometry-aware manipulation for continuum robots.

cs.RO

GI-SLAM: Gaussian-Inertial SLAM

3D Gaussian Splatting (3DGS) has recently emerged as a powerful representation of geometry and appearance for dense Simultaneous Localization and Mapping (SLAM). Through rapid, differentiable rasterization of 3D Gaussians, many 3DGS SLAM methods achieve near real-time rendering and accelerated training. However, these methods largely overlook inertial data, witch is a critical piece of information collected from the inertial measurement unit (IMU). In this paper, we present GI-SLAM, a novel gaussian-inertial SLAM system which consists of an IMU-enhanced camera tracking module and a realistic 3D Gaussian-based scene representation for mapping. Our method introduces an IMU loss that seamlessly integrates into the deep learning framework underpinning 3D Gaussian Splatting SLAM, effectively enhancing the accuracy, robustness and efficiency of camera tracking. Moreover, our SLAM system supports a wide range of sensor configurations, including monocular, stereo, and RGBD cameras, both with and without IMU integration. Our method achieves competitive performance compared with existing state-of-the-art real-time methods on the EuRoC and TUM-RGBD datasets.

cs.RO

HybridGen: VLM-Guided Hybrid Planning for Scalable Data Generation of Imitation Learning

The acquisition of large-scale and diverse demonstration data are essential for improving robotic imitation learning generalization. However, generating such data for complex manipulations is challenging in real-world settings. We introduce HybridGen, an automated framework that integrates Vision-Language Model (VLM) and hybrid planning. HybridGen uses a two-stage pipeline: first, VLM to parse expert demonstrations, decomposing tasks into expert-dependent (object-centric pose transformations for precise control) and plannable segments (synthesizing diverse trajectories via path planning); second, pose transformations substantially expand the first-stage data. Crucially, HybridGen generates a large volume of training data without requiring specific data formats, making it broadly applicable to a wide range of imitation learning algorithms, a characteristic which we also demonstrate empirically across multiple algorithms. Evaluations across seven tasks and their variants demonstrate that agents trained with HybridGen achieve substantial performance and generalization gains, averaging a 5% improvement over state-of-the-art methods. Notably, in the most challenging task variants, HybridGen achieves significant improvement, reaching a 59.7% average success rate, significantly outperforming Mimicgen's 49.5%. These results demonstrating its effectiveness and practicality.

cs.RO

Learning High-Fidelity Robot Self-Model with Articulated 3D Gaussian Splatting

Self-modeling enables robots to build task-agnostic models of their morphology and kinematics based on data that can be automatically collected, with minimal human intervention and prior information, thereby enhancing machine intelligence. Recent research has highlighted the potential of data-driven technology in modeling the morphology and kinematics of robots. However, existing self-modeling methods suffer from either low modeling quality or excessive data acquisition costs. Beyond morphology and kinematics, texture is also a crucial component of robots, which is challenging to model and remains unexplored. In this work, a high-quality, texture-aware, and link-level method is proposed for robot self-modeling. We utilize three-dimensional (3D) Gaussians to represent the static morphology and texture of robots, and cluster the 3D Gaussians to construct neural ellipsoid bones, whose deformations are controlled by the transformation matrices generated by a kinematic neural network. The 3D Gaussians and kinematic neural network are trained using data pairs composed of joint angles, camera parameters and multi-view images without depth information. By feeding the kinematic neural network with joint angles, we can utilize the well-trained model to describe the corresponding morphology, kinematics and texture of robots at the link level, and render robot images from different perspectives with the aid of 3D Gaussian splatting. Furthermore, we demonstrate that the established model can be exploited to perform downstream tasks such as motion planning and inverse kinematics.

cs.RO

Causality-Based Reinforcement Learning Method for Multi-Stage Robotic Tasks

Deep reinforcement learning has made significant strides in various robotic tasks. However, employing deep reinforcement learning methods to tackle multi-stage tasks still a challenge. Reinforcement learning algorithms often encounter issues such as redundant exploration, getting stuck in dead ends, and progress reversal in multi-stage tasks. To address this, we propose a method that integrates causal relationships with reinforcement learning for multi-stage tasks. Our approach enables robots to automatically discover the causal relationships between their actions and the rewards of the tasks and constructs the action space using only causal actions, thereby reducing redundant exploration and progress reversal. By integrating correct causal relationships using the causal policy gradient method into the learning process, our approach can enhance the performance of reinforcement learning algorithms in multi-stage robotic tasks.

cs.RO

Retinal Vessels Segmentation Based on Dilated Multi-Scale Convolutional Neural Network

Accurate segmentation of retinal vessels is a basic step in Diabetic retinopathy(DR) detection. Most methods based on deep convolutional neural network (DCNN) have small receptive fields, and hence they are unable to capture global context information of larger regions, with difficult to identify lesions. The final segmented retina vessels contain more noise with low classification accuracy. Therefore, in this paper, we propose a DCNN structure named as D-Net. In the proposed D-Net, the dilation convolution is used in the backbone network to obtain a larger receptive field without losing spatial resolution, so as to reduce the loss of feature information and to reduce the difficulty of tiny thin vessels segmentation. The large receptive field can better distinguished between the lesion area and the blood vessel area. In the proposed Multi-Scale Information Fusion module (MSIF), parallel convolution layers with different dilation rates are used, so that the model can obtain more dense feature information and better capture retinal vessel information of different sizes. In the decoding module, the skip layer connection is used to propagate context information to higher resolution layers, so as to prevent low-level information from passing the entire network structure. Finally, our method was verified on DRIVE, STARE and CHASE dataset. The experimental results show that our network structure outperforms some state-of-art method, such as N4-fields, U-Net, and DRIU in terms of accuracy, sensitivity, specificity, and AUCROC. Particularly, D-Net outperforms U-Net by 1.04%, 1.23% and 2.79% in DRIVE, STARE, and CHASE three dataset, respectively.

cs.CV

Retinal Vessel Segmentation Based on Conditional Deep Convolutional Generative Adversarial Networks

The segmentation of retinal vessels is of significance for doctors to diagnose the fundus diseases. However, existing methods have various problems in the segmentation of the retinal vessels, such as insufficient segmentation of retinal vessels, weak anti-noise interference ability, and sensitivity to lesions, etc. Aiming to the shortcomings of existed methods, this paper proposes the use of conditional deep convolutional generative adversarial networks to segment the retinal vessels. We mainly improve the network structure of the generator. The introduction of the residual module at the convolutional layer for residual learning makes the network structure sensitive to changes in the output, as to better adjust the weight of the generator. In order to reduce the number of parameters and calculations, using a small convolution to halve the number of channels in the input signature before using a large convolution kernel. By used skip connection to connect the output of the convolutional layer with the output of the deconvolution layer to avoid low-level information sharing. By verifying the method on the DRIVE and STARE datasets, the segmentation accuracy rate is 96.08% and 97.71%, the sensitivity reaches 82.74% and 85.34% respectively, and the F-measure reaches 82.08% and 85.02% respectively. The sensitivity is 4.82% and 2.4% higher than that of R2U-Net.

cs.CV

Approximating CSPs with Global Cardinality Constraints Using SDP Hierarchies

This work is concerned with approximating constraint satisfaction problems (CSPs) with an additional global cardinality constraints. For example, \maxcut is a boolean CSP where the input is a graph $G = (V,E)$ and the goal is to find a cut $S \cup \bar S = V$ that maximizes the numberof crossing edges, $|E(S,\bar S)|$. The \maxbisection problem is a variant of \maxcut with an additional global constraint that each side of the cut has exactly half the vertices, i.e., $|S| = |V|/2$. Several other natural optimization problems like \minbisection and approximating Graph Expansion can be formulated as CSPs with global constraints. In this work, we formulate a general approach towards approximating CSPs with global constraints using SDP hierarchies. To demonstrate the approach we present the following results: Using the Lasserre hierarchy, we present an algorithm that runs in time $O(n^{poly(1/ε)})$ that given an instance of \maxbisection with value $1-ε$, finds a bisection with value $1-O(\sqrtε)$. This approximation is near-optimal (up to constant factors in $O()$) under the Unique Games Conjecture. By a computer-assisted proof, we show that the same algorithm also achieves a 0.85-approximation for \maxbisection, improving on the previous bound of 0.70 (note that it is \uniquegames hard to approximate better than a 0.878 factor). The same algorithm also yields a 0.92-approximation for \maxtwosat with cardinality constraints. For every CSP with a global cardinality constraints, we present a generic conversion from integrality gap instances for the Lasserre hierarchy to a {\it dictatorship test} whose soundness is at most integrality gap. Dictatorship testing gadgets are central to hardness results for CSPs, and a generic conversion of the above nature lies at the core of the tight Unique Games based hardness result for CSPs. \cite{Raghavendra08}

cs.DS