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Robert Wang

Publications and source records attributed to Robert Wang.

At least 19 recordsLinked to original sources

WALL-SS: Scaling Long-horizon World Models via Next-Scale Autoregression

Generative world models provide robots with predictive models of how the world evolves under interaction, with growing potential for simulation, planning, policy evaluation, and robot learning. Beyond clip-level future prediction, a unified generative formulation should relate actions to consequences, support flexible horizons and continuous interaction, and enable reward-driven optimization. We introduce WALL-SS, a world model that generates visual futures through Scale-wise autoregressive Scaling, enabling action-controllable and long-horizon robotic simulation. WALL-SS represents embodied trajectories as causal sequences of temporally interleaved observations and actions, making action-dependent state transitions explicit while naturally supporting variable-length generation, streaming extension through reusable causal states, and direct optimization through sequence probabilities. To make this formulation effective over long horizons, we generate each future observation in a coarse-to-fine manner and develop three complementary components within the same hierarchy. Action-conditioned next-scale prediction injects scale-aligned action representations to improve action-future coupling and model both successful and failed behaviors. Scale-compressed long-horizon memory retains recent interactions at fine resolution while compressing distant observations and actions, with scale-wise dream forcing enhancing robustness to self-generated context. Finally, on-policy alignment optimizes autoregressive visual dynamics with action-following and long-term consistency rewards while preserving the pretrained visual distribution. Experiments show that WALL-SS improves action following and trajectory accuracy, supports coherent minute-long streaming rollout under bounded memory, and consistently benefits from on-policy alignment in reducing action drift and long-horizon inconsistency.

cs.RO

The Hypergraph Moore Bound

The hypergraph Moore bound conjectured by Feige (2008) controls the size of the smallest even cover in a $k$-uniform hypergraph in terms of the average density of hyperedges. An even cover is a set of hyperedges covering each vertex an even number of times, generalizing the notion of a cycle in a graph, so the size of the smallest non-trivial even cover provides a notion of hypergraph girth. Recent work, starting from the breakthrough result of Guruswami, Kothari, and Manohar (2022) proved the conjecture up to polylogarithmic factors, whose exponents were later gradually improved. We give a simple proof of Feige's original hypergraph Moore bound conjecture for all $k \geq 3$, with no superfluous polylogarithmic factors. For the case of $k$ even, our proof roughly follows the proof of the graph Moore bound, but works with colored walks in a Kikuchi graph built from a hypergraph and controls their growth using the polynomial method. The argument is then extended to the case of $k$ odd by adapting a procedure in [GKM22].

math.CO

Derandomizing Matrix Concentration Inequalities from Free Probability

Recently, sharp matrix concentration inequalities~\cite{BBvH23,BvH24} were developed using the theory of free probability. In this work, we design polynomial time deterministic algorithms to construct outcomes that satisfy the guarantees of these inequalities. As direct consequences, we obtain polynomial time deterministic algorithms for the matrix Spencer problem~\cite{BJM23} and for constructing near-Ramanujan graphs. Our proofs show that the concepts and techniques in free probability are useful not only for mathematical analyses but also for efficient computations.

cs.DS

emg2pose: A Large and Diverse Benchmark for Surface Electromyographic Hand Pose Estimation

Hands are the primary means through which humans interact with the world. Reliable and always-available hand pose inference could yield new and intuitive control schemes for human-computer interactions, particularly in virtual and augmented reality. Computer vision is effective but requires one or multiple cameras and can struggle with occlusions, limited field of view, and poor lighting. Wearable wrist-based surface electromyography (sEMG) presents a promising alternative as an always-available modality sensing muscle activities that drive hand motion. However, sEMG signals are strongly dependent on user anatomy and sensor placement, and existing sEMG models have required hundreds of users and device placements to effectively generalize. To facilitate progress on sEMG pose inference, we introduce the emg2pose benchmark, the largest publicly available dataset of high-quality hand pose labels and wrist sEMG recordings. emg2pose contains 2kHz, 16 channel sEMG and pose labels from a 26-camera motion capture rig for 193 users, 370 hours, and 29 stages with diverse gestures - a scale comparable to vision-based hand pose datasets. We provide competitive baselines and challenging tasks evaluating real-world generalization scenarios: held-out users, sensor placements, and stages. emg2pose provides the machine learning community a platform for exploring complex generalization problems, holding potential to significantly enhance the development of sEMG-based human-computer interactions.

cs.CV

HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos

We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (3.7M+ images) of recordings that feature 19 subjects interacting with 33 diverse rigid objects. In addition to simple pick-up, observe, and put-down actions, the subjects perform actions typical for a kitchen, office, and living room environment. The recordings include multiple synchronized data streams containing egocentric multi-view RGB/monochrome images, eye gaze signal, scene point clouds, and 3D poses of cameras, hands, and objects. The dataset is recorded with two headsets from Meta: Project Aria, which is a research prototype of AI glasses, and Quest 3, a virtual-reality headset that has shipped millions of units. Ground-truth poses were obtained by a motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats, and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, model-based 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.

cs.CV

Streaming and Communication Complexity of Load-Balancing via Matching Contractors

In the load-balancing problem, we have an $n$-vertex bipartite graph $G=(L, R, E)$ between a set of clients and servers. The goal is to find an assignment of all clients to the servers, while minimizing the maximum load on each server, where load of a server is the number of clients assigned to it. We study load-balancing in the one-way communication model: the edges of the input graph are partitioned between Alice and Bob, and Alice needs to send a message to Bob for him to output the solution. We show that settling the one-way communication complexity of load-balancing is equivalent to a natural sparsification problem for load-balancing. We then prove a dual interpretation of this sparsifier, showing that the minimum density of a sparsifier is effectively the same as the maximum density one can achieve for an extremal graph family that is new to this paper, called Matching-Contractors; these graphs are intimately connected to the well-known Ruzsa-Szemeredi graphs and generalize them in certain aspects. Our chain of equivalences thus shows that the one-way communication complexity of load-balancing can be reduced to a purely graph theoretic question: what is the maximum density of a Matching-Contractor on $n$ vertices? Finally, we present a novel combinatorial construction of some-what dense Matching-Contractors, which implies a strong one-way communication lower bound for load-balancing: any one-way protocol (even randomized) with $\tilde{O}(n)$ communication cannot achieve a better than $n^{\frac14-o(1)}$-approximation. Previously, no non-trivial lower bounds were known for protocols with even $O(n\log{n})$ bits of communication. Our result also implies the first non-trivial lower bounds for semi-streaming load-balancing in the edge-arrival model, ruling out $n^{\frac14-o(1)}$-approximation in a single-pass.

cs.DS

Experimental Design Using Interlacing Polynomials

We present a unified deterministic approach for experimental design problems using the method of interlacing polynomials. Our framework recovers the best-known approximation guarantees for the well-studied D/A/E-design problems with simple analysis. Furthermore, we obtain improved non-trivial approximation guarantee for E-design in the challenging small budget regime. Additionally, our approach provides an optimal approximation guarantee for a generalized ratio objective that generalizes both D-design and A-design.

cs.DS

TouchInsight: Uncertainty-aware Rapid Touch and Text Input for Mixed Reality from Egocentric Vision

While passive surfaces offer numerous benefits for interaction in mixed reality, reliably detecting touch input solely from head-mounted cameras has been a long-standing challenge. Camera specifics, hand self-occlusion, and rapid movements of both head and fingers introduce considerable uncertainty about the exact location of touch events. Existing methods have thus not been capable of achieving the performance needed for robust interaction. In this paper, we present a real-time pipeline that detects touch input from all ten fingers on any physical surface, purely based on egocentric hand tracking. Our method TouchInsight comprises a neural network to predict the moment of a touch event, the finger making contact, and the touch location. TouchInsight represents locations through a bivariate Gaussian distribution to account for uncertainties due to sensing inaccuracies, which we resolve through contextual priors to accurately infer intended user input. We first evaluated our method offline and found that it locates input events with a mean error of 6.3 mm, and accurately detects touch events (F1=0.99) and identifies the finger used (F1=0.96). In an online evaluation, we then demonstrate the effectiveness of our approach for a core application of dexterous touch input: two-handed text entry. In our study, participants typed 37.0 words per minute with an uncorrected error rate of 2.9% on average.

cs.CV

Spectral Sparsification by Deterministic Discrepancy Walk

Spectral sparsification and discrepancy minimization are two well-studied areas that are closely related. Building on recent connections between these two areas, we generalize the "deterministic discrepancy walk" framework by Pesenti and Vladu [SODA~23] for vector discrepancy to matrix discrepancy, and use it to give a simpler proof of the matrix partial coloring theorem of Reis and Rothvoss [SODA~20]. Moreover, we show that this matrix discrepancy framework provides a unified approach for various spectral sparsification problems, from stronger notions including unit-circle approximation and singular-value approximation to weaker notions including graphical spectral sketching and effective resistance sparsification. In all of these applications, our framework produces improved results with a simpler and deterministic analysis.

cs.DS

Introducing HOT3D: An Egocentric Dataset for 3D Hand and Object Tracking

We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. We aim to accelerate research on egocentric hand-object interaction by making the HOT3D dataset publicly available and by co-organizing public challenges on the dataset at ECCV 2024. The dataset can be downloaded from the project website: https://facebookresearch.github.io/hot3d/.

cs.CV

Analysis of Corrected Graph Convolutions

Machine learning for node classification on graphs is a prominent area driven by applications such as recommendation systems. State-of-the-art models often use multiple graph convolutions on the data, as empirical evidence suggests they can enhance performance. However, it has been shown empirically and theoretically, that too many graph convolutions can degrade performance significantly, a phenomenon known as oversmoothing. In this paper, we provide a rigorous theoretical analysis, based on the two-class contextual stochastic block model (CSBM), of the performance of vanilla graph convolution from which we remove the principal eigenvector to avoid oversmoothing. We perform a spectral analysis for $k$ rounds of corrected graph convolutions, and we provide results for partial and exact classification. For partial classification, we show that each round of convolution can reduce the misclassification error exponentially up to a saturation level, after which performance does not worsen. We also extend this analysis to the multi-class setting with features distributed according to a Gaussian mixture model. For exact classification, we show that the separability threshold can be improved exponentially up to $O({\log{n}}/{\log\log{n}})$ corrected convolutions.

cs.LG

BACQ -- Application-oriented Benchmarks for Quantum Computing

With the support of the national program on measurements, standards, and evaluation of quantum technologies MetriQs-France, a part of the French national quantum strategy, the BACQ project is dedicated to application-oriented benchmarks for quantum computing. The consortium gathering THALES, EVIDEN, an Atos business, CEA, CNRS, TERATEC, and LNE aims at establishing performance evaluation criteria of reference, meaningful for industry users.

quant-ph

DeltaCNN: End-to-End CNN Inference of Sparse Frame Differences in Videos

Convolutional neural network inference on video data requires powerful hardware for real-time processing. Given the inherent coherence across consecutive frames, large parts of a video typically change little. By skipping identical image regions and truncating insignificant pixel updates, computational redundancy can in theory be reduced significantly. However, these theoretical savings have been difficult to translate into practice, as sparse updates hamper computational consistency and memory access coherence; which are key for efficiency on real hardware. With DeltaCNN, we present a sparse convolutional neural network framework that enables sparse frame-by-frame updates to accelerate video inference in practice. We provide sparse implementations for all typical CNN layers and propagate sparse feature updates end-to-end - without accumulating errors over time. DeltaCNN is applicable to all convolutional neural networks without retraining. To the best of our knowledge, we are the first to significantly outperform the dense reference, cuDNN, in practical settings, achieving speedups of up to 7x with only marginal differences in accuracy.

cs.CV

MotionDeltaCNN: Sparse CNN Inference of Frame Differences in Moving Camera Videos

Convolutional neural network inference on video input is computationally expensive and requires high memory bandwidth. Recently, DeltaCNN managed to reduce the cost by only processing pixels with significant updates over the previous frame. However, DeltaCNN relies on static camera input. Moving cameras add new challenges in how to fuse newly unveiled image regions with already processed regions efficiently to minimize the update rate - without increasing memory overhead and without knowing the camera extrinsics of future frames. In this work, we propose MotionDeltaCNN, a sparse CNN inference framework that supports moving cameras. We introduce spherical buffers and padded convolutions to enable seamless fusion of newly unveiled regions and previously processed regions -- without increasing memory footprint. Our evaluation shows that we outperform DeltaCNN by up to 90% for moving camera videos.

cs.CV

Fast Algorithms for Directed Graph Partitioning Using Flows and Reweighted Eigenvalues

We consider a new semidefinite programming relaxation for directed edge expansion, which is obtained by adding triangle inequalities to the reweighted eigenvalue formulation. Applying the matrix multiplicative weight update method to this relaxation, we derive almost linear-time algorithms to achieve $O(\sqrt{\log{n}})$-approximation and Cheeger-type guarantee for directed edge expansion, as well as an improved cut-matching game for directed graphs. This provides a primal-dual flow-based framework to obtain the best known algorithms for directed graph partitioning. The same approach also works for vertex expansion and for hypergraphs, providing a simple and unified approach to achieve the best known results for different expansion problems and different algorithmic techniques.

cs.DS

Experimental Design for Any $p$-Norm

We consider a general $p$-norm objective for experimental design problems that captures some well-studied objectives (D/A/E-design) as special cases. We prove that a randomized local search approach provides a unified algorithm to solve this problem for all $p$. This provides the first approximation algorithm for the general $p$-norm objective, and a nice interpolation of the best known bounds of the special cases.

cs.DS

Cheeger Inequalities for Directed Graphs and Hypergraphs Using Reweighted Eigenvalues

We derive Cheeger inequalities for directed graphs and hypergraphs using the reweighted eigenvalue approach that was recently developed for vertex expansion in undirected graphs [OZ22,KLT22,JPV22]. The goal is to develop a new spectral theory for directed graphs and an alternative spectral theory for hypergraphs. The first main result is a Cheeger inequality relating the vertex expansion $\vecψ(G)$ of a directed graph $G$ to the vertex-capacitated maximum reweighted second eigenvalue $\vecλ_2^{v*}$: \[ \vecλ_2^{v*} \lesssim \vecψ(G) \lesssim \sqrt{\vecλ_2^{v*} \cdot \log (Δ/\vecλ_2^{v*})}. \] This provides a combinatorial characterization of the fastest mixing time of a directed graph by vertex expansion, and builds a new connection between reweighted eigenvalued, vertex expansion, and fastest mixing time for directed graphs. The second main result is a stronger Cheeger inequality relating the edge conductance $\vecϕ(G)$ of a directed graph $G$ to the edge-capacitated maximum reweighted second eigenvalue $\vecλ_2^{e*}$: \[ \vecλ_2^{e*} \lesssim \vecϕ(G) \lesssim \sqrt{\vecλ_2^{e*} \cdot \log (1/\vecλ_2^{e*})}. \] This provides a certificate for a directed graph to be an expander and a spectral algorithm to find a sparse cut in a directed graph, playing a similar role as Cheeger's inequality in certifying graph expansion and in the spectral partitioning algorithm for undirected graphs. We also use this reweighted eigenvalue approach to derive the improved Cheeger inequality for directed graphs, and furthermore to derive several Cheeger inequalities for hypergraphs that match and improve the existing results in [Lou15,CLTZ18]. These are supporting results that this provides a unifying approach to lift the spectral theory for undirected graphs to more general settings.

cs.DS

UmeTrack: Unified multi-view end-to-end hand tracking for VR

Real-time tracking of 3D hand pose in world space is a challenging problem and plays an important role in VR interaction. Existing work in this space are limited to either producing root-relative (versus world space) 3D pose or rely on multiple stages such as generating heatmaps and kinematic optimization to obtain 3D pose. Moreover, the typical VR scenario, which involves multi-view tracking from wide \ac{fov} cameras is seldom addressed by these methods. In this paper, we present a unified end-to-end differentiable framework for multi-view, multi-frame hand tracking that directly predicts 3D hand pose in world space. We demonstrate the benefits of end-to-end differentiabilty by extending our framework with downstream tasks such as jitter reduction and pinch prediction. To demonstrate the efficacy of our model, we further present a new large-scale egocentric hand pose dataset that consists of both real and synthetic data. Experiments show that our system trained on this dataset handles various challenging interactive motions, and has been successfully applied to real-time VR applications.

cs.CV