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Ping Tan

Publications and source records attributed to Ping Tan.

At least 19 recordsLinked to original sources

Perceive, Predict, and Plan: a Unified World Action Model for Egocentric Dexterous Manipulation

We introduce P$^{3}$-WAM, a unified world action model for egocentric dexterous manipulation that learns 3D perception, action-conditioned prediction, and goal-directed planning through three complementary modes: Perceive, which reconstructs articulated hand motion and camera trajectories from video; Predict, which generates visual futures under prescribed actions; and Plan, which jointly generates action trajectories and their anticipated visual consequences conditioned on an initial image, a language instruction, and an optional visual goal. Our model integrates a compact, structured 3D action representation into a pretrained video diffusion transformer through a mixture-of-transformers architecture with shared base weights, modality-specific adaptation, and bidirectional visual-action attention. Randomized modality visibility lets video and 3D actions serve as either conditioning context or prediction targets across the three modes. Experiments show that unified training improves all three capabilities over single-mode training, including gains in planning quality under a vision-language model evaluation. Through unified training, our model outperforms specialized baselines on 3D hand reconstruction and action-conditioned video prediction across four datasets, while producing goal-directed manipulation videos with stronger instruction adherence and action progression than video-generation baselines. Project Page: https://p3-wam.pages.dev/

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VeriCalib: Verifiable Target-Based LiDAR-Camera Calibration

Target-based extrinsic calibration estimates the rigid transform between sensors from a few observations of a known target, and its result is commonly assessed by the root-mean-square error of the fitted residuals. However, this scalar error is computed on the same observations and therefore cannot indicate whether to accept the result, re-extract, recollect or add observations. This paper presents VeriCalib, which formulates extrinsic calibration as a verifiable estimation problem and reports a calibration state. The key insight is a two-level extrinsic compensation mechanism, in which the extrinsic compensates the rigid part of each observation error at the residual level, and rotation and translation compensate each other at the parameter level. Consequently, the fitted residual can reveal neither an inconsistency between the observations and the model nor whether the estimated extrinsic is reliable in every direction. Accordingly, we assess the calibration through a structured covariance that jointly propagates the uncertainty of the camera and LiDAR board features with a known-geometry prior, and estimate its scale as a variance component from the residuals. On this covariance, we decouple rotation and translation to resolve the precision along each direction and guide data collection toward the weakest one. Since this precision presumes consistent observations, we further develop within-view and cross-view checks that examine the internal residual and the rigid discrepancy between observations, respectively, with thresholds that hold their significance level under an unknown noise level. We also extend the minimal detectable bias to the extrinsic to bound the smallest detectable fault along each direction. These criteria form a calibration state that indicates whether to accept the result or how to collect the data...

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Graph3R: Unifying View Graph Initialization with Feed-Forward Reconstruction

Feed-forward reconstruction recovers camera poses and dense geometry from image sets whose views are assumed to come from a single scene. In practice, uncurated image collections often contain views from disjoint scenes, and reconstructing these views jointly can corrupt camera poses and geometry. Existing pipelines typically resolve view associations in separate stages before final reconstruction, leaving view graph initialization and reconstruction inference only loosely coupled. We introduce Graph3R, which unifies view graph initialization with feed-forward reconstruction through a shared geometric representation. A lightweight verification head predicts pairwise covisibility from the multi-view features of $π^3$ to construct a view graph. This graph classifies the input views into scene groups. For each group, we mask the shared features before decoding camera poses and dense geometry. Reusing the multi-view features allows Graph3R to reconstruct disjoint scenes separately with a single backbone pass. Across three benchmarks, Graph3R improves average maximum recall at 100% precision by upto 8.99 percentage points over the baseline, while improving reconstruction quality on mixed-scene inputs. Regarding the multi-session mapping task, Graph3R improves cross-session localization and achieves competitive pose estimation accuracy, while delivering a runtime speedup of approximately $35.9\times$ over the baseline when reconstructing the query group. By integrating learned view association with geometric inference, our approach takes a step toward end-to-end reconstruction from uncurated image collections.

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HiFun: a Hierarchical Framework for Efficient Functional Dexterous Manipulation Learning

While multi-fingered dexterous robot hands have the potential to provide human-level dexterity, using them for functional manipulation remains difficult because task success depends on precise contact, coordinated arm-hand motion, and reactive recovery from execution errors. Precise contact depends on complex contact dynamics that are difficult to model accurately in simulation, motivating real-world learning. However, real-world demonstrations in the full arm-hand control space are costly and noisy because each trajectory must coordinate arm motion with high-DoF multi-finger contact. Small execution deviations can further cause slipped contact or premature force application, making recovery from off-nominal contact states important for robust execution. To deal with these challenges, we propose HiFun, a hierarchical real-world RL framework for functional dexterous manipulation tasks. Our key insight is to decouple the control complexity into a functional hand skill for precise contact execution and an arm-hand coordination policy for arm control and hand-skill activation. This design enables effective real-time human intervention for reactive recovery learning and efficient data collection with Dynamic Movement Primitive (DMP) augmentation. Across six real-world tasks on two dexterous hands, HiFun achieves 98.3% average success within one hour of online training and remains robust to dynamic disturbances. The project page is available at https://hly-123.github.io/HiFun/.

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ScenePlacer: Reformulating Scene-Level Object Pose Estimation as Visibility Field Learning

We present ScenePlacer, a framework for scene-level pose estimation of objects generated by state-of-the-art native shape generation models, placing generated 3D objects into scenes given a partial geometric observation without modifying the underlying generative pipeline. Existing scene generation approaches either generate objects directly in scene coordinates, compromising their canonical-space priors, or regress poses from complete generated shapes in the shape generation process - the latter being a poorly conditioned problem that is sensitive to scale ambiguity and partial observations. ScenePlacer decouples object generation from pose estimation by reformulating alignment as conditional visibility-field learning. Given an observed partial point cloud from reconstruction and a generated mesh, it predicts a visibility field defined in object space, then estimates the rigid transformation by aligning the partial observation to visible parts on the mesh. We propose a pretrained 3D shape VAE as our backbone, preserving its mesh prior while conditioning it on a separately encoded observation. We further introduce visibility-aware, radius-constrained supervision and synthesize training pairs using only object-level meshes and rendered views, eliminating the need for scene-level pose annotations. On 3D-FUTURE, ScenePlacer consistently outperforms existing placement and pose-refinement baselines under both ground-truth and monocular depth estimation. With generated objects, it achieves a Chamfer distance of 0.0077 and an F-score of 92.40 under estimated depth and improves to 0.0023 and 98.27, respectively, under ground-truth geometry.

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HumanX: Toward Agile and Generalizable Humanoid Interaction Skills from Human Videos

Enabling humanoid robots to perform agile and adaptive interactions has long been a core challenge in robotics. Current approaches are bottlenecked by either the scarcity of realistic interaction data or the need for meticulous, task-specific reward engineering, which limits their scalability. To narrow this gap, we present HumanX, a unified framework that compiles human video into generalizable, real-world interaction skills for humanoids, without per-task design. HumanX integrates two co-designed components: XGen, an anchor-centric data generation pipeline that yields physically plausible robot interaction data from monocular video and augments it to create a diverse, scalable training dataset; and XMimic, an interaction-prioritized learning framework to achieve generalizable interaction skills from seconds of demonstration. Evaluated across five distinct domains--basketball, football, badminton, cargo pickup, and reactive fighting--HumanX successfully acquires 9 different skills and transfers them zero-shot to a physical Unitree G1 humanoid. The learned capabilities include complex maneuvers such as pump-fake turnaround fadeaway jumpshots without any external perception, as well as interactive tasks like sustained human-robot passing sequences over 10 consecutive cycles--learned from a single video demonstration. Our experiments show that HumanX achieves higher generalization success than prior methods, demonstrating a scalable pathway within a class of anchorable interactions for learning versatile, real-world robot interactive skills.

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DistScene: Object-to-Scene Distillation for 3D Scene Generation

We present DistScene, a framework for single-image compositional 3D scene generation by jointly modeling the environment and individual objects. Unlike existing methods that represent scenes primarily as collections of objects, we model the environment as an explicit scene component to provide geometric context for object placement. Specifically, we introduce Scene-Frame Generation, which jointly generates separate environment and object components in a shared coordinate frame, allowing their geometry and relative placement to be learned together. Then we introduce Object-Centric Refinement to refine each object in a local frame with scene context. Finally, we develop Object-to-Scene Distillation to transfer pretrained object-generation priors to scene generation through automatically composed and rendered synthetic scenes. Evaluations on indoor and outdoor benchmarks demonstrate improved scene-level spatial coherence over the evaluated baselines. Project page: https://coolbeam.github.io/DistScene/

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SPOON: Towards Coherent Compositional 3D Scene Generation from Uncalibrated Multi-view Images

Compositional 3D scene generation aims to recover complete 3D object shapes and their spatial arrangement from visual observations. Recent image-conditioned 3D generators provide strong priors for producing high-quality object geometry, making the generation of complex scenes increasingly practical. A central challenge is therefore to spatially organize these generated assets into a globally coherent scene while remaining consistent with multi-view observations. Existing approaches either entangle scene layout with object generation or separately estimate spatial placement from view-specific observations, where pose hypotheses may remain ambiguous and inconsistent across views, often resulting in an incoherent object-camera soup. We introduce SPOON, a framework that reformulates multi-view compositional 3D generation as scene-level, geometry-grounded pose reasoning. Rather than treating view-specific object pose hypotheses independently, SPOON coordinates them using reconstruction-derived multi-view geometry through a Guide-Route-Reconcile paradigm. This progressively organizes object poses and camera configurations into a coherent scene-level spatial arrangement. Extensive experiments on ARSG-110K and MIDI-3D-Front demonstrate consistent improvements in object placement and scene composition across varying numbers of input views. On ARSG-110K, SPOON reduces scene-level and object-level Chamfer distances by 12.7% and 17.7%, respectively, compared with a strong baseline.

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Universal Pose Pretraining for Generalizable Vision-Language-Action Policies

Existing Vision-Language-Action (VLA) models often suffer from feature collapse and low training efficiency because they entangle high-level perception with sparse, embodiment-specific action supervision. Since these models typically rely on VLM backbones optimized for Visual Question Answering (VQA), they excel at semantic identification but often overlook subtle 3D state variations that dictate distinct action patterns. To resolve these misalignments, we propose Pose-VLA, a decoupled paradigm that separates VLA training into a pre-training phase for extracting universal 3D spatial priors in a unified camera-centric space, and a post-training phase for efficient embodiment alignment within robot-specific action space. By introducing discrete pose tokens as a universal representation, Pose-VLA seamlessly integrates spatial grounding from diverse 3D datasets with geometry-level trajectories from robotic demonstrations. Our framework follows a two-stage pre-training pipeline, establishing fundamental spatial grounding via poses followed by motion alignment through trajectory supervision. Extensive evaluations demonstrate that Pose-VLA achieves state-of-the-art results on RoboTwin 2.0 with a 79.5% average success rate and competitive performance on LIBERO at 96.0%. Real-world experiments further showcase robust generalization across diverse objects using only 100 demonstrations per task, validating the efficiency of our pre-training paradigm.

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WALT: Learning World-Model-Aligned Latent Trajectories for Autonomous Driving

Driving world models learn rich predictive representations of the surrounding environment from visual observations, yet accurate visual prediction does not necessarily translate into effective trajectory planning. We argue that a key bottleneck lies in the mismatch between visual world states and raw geometric trajectories, which may limit the planner's ability to exploit action-relevant semantics encoded by the world model. To address this issue, we propose World-Model Alignment for Latent Trajectories (WALT), which learns a compact generative trajectory latent space by transferring information from a frozen pretrained driving world model without modifying the world model itself. Rather than directly generating raw waypoints, WALT maps them into compact representations through a dual-branch trajectory autoencoder and transfers semantic knowledge from the frozen visual world model into this trajectory space, encouraging the learned action representation to capture scene-level cues relevant to future motion and planning. Beyond our proposed formulation, we systematically study latent learning based on Joint-Embedding Predictive Architectures (JEPA) and feature alignment following Representation Alignment (REPA) to investigate how trajectory-only representation learning affects downstream planning. We evaluate WALT on the NAVSIM benchmarks. Relative to the raw-waypoint baseline, WALT improves PDMS from 89.4 to 89.8 on NAVSIMv1 and EPDMS from 87.3 to 87.9 on NAVSIMv2 while reducing trajectory planner FLOPs by 30.5%. These results suggest that preserving world representations while extracting action-relevant information provides an effective interface for world-model-based trajectory planning.

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ROVER: Robust Loop Closure Verification with Trajectory Prior in Repetitive Environments

Loop closure detection is important for simultaneous localization and mapping (SLAM), which associates current observations with historical keyframes, achieving drift correction and global relocalization. However, a falsely detected loop can be fatal, and this is especially difficult in repetitive environments where appearance-based features fail due to the high similarity. Therefore, verifying a loop closure is a critical step to avoid false-positive detections. Existing works in loop closure verification predominantly focus on learning invariant appearance features, neglecting the prior knowledge of the robot's spatial-temporal motion cue, i.e., trajectory. In this article, we propose ROVER, a loop closure verification method that leverages the historical trajectory as a prior constraint to reject false loops in challenging repetitive environments. For each loop candidate, it is first used to estimate the robot trajectory with pose-graph optimization. This trajectory is then submitted to a scoring scheme that assesses its compliance with the trajectory without the loop, which we refer to as the trajectory prior constraint (TPC), to determine if the loop candidate should be accepted. Benchmark comparisons and real-world experiments demonstrate the effectiveness of the proposed method. Furthermore, we integrate ROVER into state-of-the-art SLAM systems to verify its robustness and efficiency. Our source code and self-collected dataset will be made available online at https://rover-lcv.github.io/ upon publication of this article.

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Gaussian Belief Propagation Network for Depth Completion

Depth completion aims to predict a dense depth map from a color image with sparse depth measurements. Although deep learning methods have achieved state-of-the-art (SOTA), effectively handling the sparse and irregular nature of input depth data in deep networks remains a significant challenge, often limiting performance, especially under high sparsity. To overcome this limitation, we introduce the Gaussian Belief Propagation Network (GBPN), a novel hybrid framework synergistically integrating deep learning with probabilistic graphical models for end-to-end depth completion. Specifically, a scene-specific Markov Random Field (MRF) is dynamically constructed by the Graphical Model Construction Network (GMCN), and then inferred via Gaussian Belief Propagation (GBP) to yield the dense depth distribution. Crucially, the GMCN learns to construct not only the data-dependent potentials of MRF but also its structure by predicting adaptive non-local edges, enabling the capture of complex, long-range spatial dependencies. Furthermore, we enhance GBP with a serial \& parallel message passing scheme, designed for effective information propagation, particularly from sparse measurements. Extensive experiments demonstrate that GBPN achieves SOTA performance on the NYUv2 and KITTI benchmarks. Evaluations across varying sparsity levels, sparsity patterns, and datasets highlight GBPN's superior performance, notable robustness, and generalizable capability.

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ReconPlusGen: Injecting Reconstruction Prior into Multi-view 3D Generation through Noise Inversion and Modulation

Qualitative results and an illustration of our core idea. Top left: reconstruction results on benchmark images. Top right: reconstruction results on real-world images. Bottom: illustration of reconstruction-guided noise initialization and modulation. Given multiple input images, we predict a point cloud in canonical space, deterministically inject the predicted geometry into the diffusion process through noise inversion, and modulate the resulting noise to preserve the generative flexibility required to complete unobserved regions and refine visible geometry.

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DCReg: Decoupled Characterization for Efficient Degenerate LiDAR Registration

LiDAR point cloud registration is fundamental to robotic perception and navigation. In geometrically degenerate environments (e.g., corridors), registration becomes ill-conditioned: certain motion directions are weakly constrained, causing unstable solutions and degraded accuracy. Existing detect-then-mitigate methods fail to reliably detect, physically interpret, and stabilize this ill-conditioning without corrupting the optimization. We introduce DCReg (Decoupled Characterization for Ill-conditioned Registration), establishing a detect-characterize-mitigate paradigm that systematically addresses ill-conditioned registration via three innovations. First, DCReg achieves reliable ill-conditioning detection by employing Schur complement decomposition on the Hessian matrix. This decouples the 6-DoF registration into 3-DoF clean rotational and translational subspaces, eliminating coupling effects that mask degeneracy in full-Hessian analyses. Second, within these subspaces, we develop interpretable characterization techniques resolving eigen-basis ambiguities via basis alignment. This establishes stable mappings between eigenspaces and physical motion directions, providing actionable insights on which motions lack constraints and to what extent. Third, leveraging this spectral information, we design a targeted mitigation via a structured preconditioner. Guided by MAP regularization, we implement eigenvalue clamping exclusively within the preconditioner rather than modifying the original problem. This preserves the least-squares objective and minimizer, enabling efficient optimization via Preconditioned Conjugate Gradient with a single interpretable parameter. Experiments demonstrate DCReg achieves 20-50% higher long-duration localization accuracy and 5-30x speedups (up to 116x) over degeneracy-aware baselines across diverse environments. Code: https://github.com/JokerJohn/DCReg

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SpatialCrafter: Single Image World Modeling with Generative 3D Proxies

Explorable image-to-scene generation is essential for applications in gaming, robotics, and virtual reality. Existing methods based on video diffusion model (VDM) commonly rely on incomplete conditioning signals such as sparse point clouds or 2D panoramas, leading to stochastic hallucinations, long-term drifts and suboptimal 3D consistency. We present SpatialCrafter, a novel two-stage framework that addresses these issues by introducing a global 3D proxy for high-fidelity image-to-scene generation. Specifically, we decompose the generation process into global proxy generation and appearance refinement. For proxy generation, we propose a Point-anchored Sparse Structure~(PaSS) Flow module that predicts a spatially aligned and geometrically consistent 3D proxy. For appearance refinement, we re-frame the VDM as a Generative Deferred Refiner which synthesizes high-frequency photorealistic details upon proxy-defined scene geometry. To better integrate the proxy with the pre-trained VDM, we introduce Parallel Geometry Injection and Proxy-Aware Corruption training strategies, which improve robustness to proxy artifacts without disrupting the pretrained generative manifold. Furthermore, as no suitable dataset exists for this explorable scene generation task, we construct a new large-scale dataset of 115K scenes. To the best of our knowledge, it is the first hybrid dataset for image-to-scene generation. Extensive experiments on both synthetic and real-world datasets show that SpatialCrafter outperforms state-of-the-art methods, mitigates long-term drift, and remains robust and consistent under rapid camera motion and extreme viewpoint changes. Our project page: \href{https://fangchuan.github.io/SpatialCrafter/}{fangchuan.github.io/SpatialCrafter/}

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MatchingPolicy: Correspondence-Aware Policy Enables Cross-Object In-Context Learning

In-context imitation learning enables few-shot policy generalization but struggles to maintain performance on unseen objects and novel scenarios. To address this, we introduce MatchingPolicy, a correspondence-driven framework that explicitly decouples demonstration-to-scene matching from policy learning. Central to our method is a correspondence-aware diffusion policy that conditions robotic actions directly on dense semantic correspondences. This architectural separation resolves the inherent conflict between correspondence identification and action adaptation, enabling robust out-of-distribution transfer. Our framework integrates vision foundation models with a novel two-stage matching algorithm to dynamically establish reliable correspondences. Extensive evaluations on RLBench and real-world manipulation tasks confirm that MatchingPolicy achieves superior few-shot performance, generalizing reliably across unseen object instances and semantic categories.

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PoseMaster: A Unified 3D Native Framework for Stylized Pose Generation

Pose stylization, which aims to synthesize stylized content aligning with target poses, serves as a fundamental task across 2D, 3D, and video domains. In the 3D realm, prevailing approaches typically rely on a cascade pipeline: first manipulating the image pose via 2D foundation models and subsequently lifting it into 3D representations. However, this paradigm limits the precision and diversity of the 3d pose stylization. To this end, we propose a novel paradigm for 3D pose stylization that unifies pose stylization and 3D generation within a cohesive framework. This integration minimizes the risk of cumulative errors and enhances the model's efficiency and effectiveness. In addition, diverging from previous works that typically utilize 2D skeleton images as guidance, we directly utilize the 3D skeleton because it can provide a more accurate representation of 3D spatial and topological relationships, which significantly enhances the model's capacity to achieve richer and more precise pose stylization. Moreover, we develop a scalable data engine to construct a large-scale dataset of ''Image-Skeleton-Mesh'' triplets, enabling the model to jointly learn identity preservation and geometric alignment. Extensive experiments demonstrate that PoseMaster significantly outperforms state-of-the-art methods in both qualitative and quantitative metrics. Owing to the strict spatial alignment between the generated 3D meshes and the conditioning skeletons, PoseMaster enables the direct creation of animatable assets when coupled with automated skinning models, highlighting its compelling potential for automated character rigging.

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Grasp, Handover, Rotate: Bimanual Object Reorientation via Compositional Diffusion and Energy-Based Optimization

Bimanual object reorientation - picking an object, handing it over between two arms, and placing it in a desired target pose - is valuable when direct placement from the initial grasp is infeasible due to collisions, kinematic constraints, or poor final orientation. However, achieving this under multiple competing objectives remains challenging. We introduce BiCompoDiff, a compositional diffusion and energy-based framework that jointly optimizes grasp selection, handover, regrasp, and motion planning under multiple constraints. By combining a pretrained grasp diffusion model with bimanual planning energy-based models (EBMs), our method injects gradient guidance during reverse diffusion to enforce collision avoidance, trajectory smoothness (via differentiable inverse kinematics), handover feasibility, and regrasp safety. Annealed MCMC sampling further refines grasp poses over the composite energy landscape. Experiments across diverse simulated household reorientation tasks demonstrate that BiCompoDiff achieves over 20% higher success rates and up to 37% smoother trajectories (measured by joint displacement) compared to strong sampling-based baselines. Real-world validation confirms effective sim-to-real transfer and robust performance on challenging scenes.

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