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Runpei Dong

Publications and source records attributed to Runpei Dong.

At least 19 recordsLinked to original sources

ContactMimic: Humanoid Object Interaction via Contact Control

Keypoint tracking alone is insufficient for object interaction tasks such as sitting on a chair, wiping a board, or pushing furniture, where the robot can reach the correct pose without making meaningful physical contact with the object. We present CONTACTMIMIC, a learning framework that tracks explicit partlevel binary contact commands alongside keypoint trajectories. CONTACTMIMIC is made possible through the use of contact-following rewards and a trajectory augmentation scheme aimed at breaking the correlations between keypoint trajectories and contact labels. The resulting policy successfully decouples contact behavior from keypoint geometry, and achieves precise physical contact as well as contact-controllability (produce or suppress contact during deployment as desired). Simulation experiments across 10 diverse human-object interaction motions confirm that CONTACTMIMIC exhibits contact controllability that enables it to complete manipulation tasks without task-specific rewards, while also outperforming keypoint-only trackers on contact-relevant tasks. Ablations confirm the necessity of the proposed trajectory augmentation scheme and sim2real deployment validates contact controllability in the real world across 5 different motions. Video results are available on https://lixinyao11.github.io/contactmimic-page/.

cs.RO

ULTRA: Unified Multimodal Control for Autonomous Humanoid Whole-Body Loco-Manipulation

Achieving autonomous and versatile whole-body loco-manipulation remains a central barrier to making humanoids practically useful. Yet existing approaches are fundamentally constrained: retargeted data are often scarce or low-quality; methods struggle to scale to large skill repertoires; and, most importantly, they rely on tracking predefined motion references rather than generating behavior from perception and high-level task specifications. To address these limitations, we propose ULTRA, a unified framework with two key components. First, we introduce a physics-driven neural retargeting algorithm that translates large-scale motion capture to humanoid embodiments while preserving physical plausibility for contact-rich interactions. Second, we learn a unified multimodal controller that supports both dense references and sparse task specifications, under sensing ranging from accurate motion-capture state to noisy egocentric visual inputs. We distill a universal tracking policy into this controller, compress motor skills into a compact latent space, and apply reinforcement learning finetuning to expand coverage and improve robustness under out-of-distribution scenarios. This enables coordinated whole-body behavior from sparse intent without test-time reference motions. We evaluate ULTRA in simulation and on a real Unitree G1 humanoid. Results show that ULTRA generalizes to autonomous, goal-conditioned whole-body loco-manipulation from egocentric perception, consistently outperforming tracking-only baselines with limited skills.

cs.RO

HERO: Learning Humanoid End-Effector Control for Visual Whole-Body Open-Vocabulary Object Grasping

Visual loco-manipulation of arbitrary in-the-wild objects requires accurate end-effector (EE) control and a generalizable understanding of the scene from visual inputs (eg, RGB-D images). Existing imitation and sim2real methods jointly learn both these aspects via monolithic end-to-end learning and are thus hard to scale. In this work, we bring to bear the best tools for each of these problems -- large vision models for generalizable scene understanding and simulated training for accurate EE control -- leading to an overall modular loco-manipulation system that exhibits strong generalization. Our core technical innovation is HERO, an accurate residual-aware EE tracking policy made possible by combining classical robotics with machine learning. It uses a) inverse kinematics to convert residual end-effector targets into reference trajectories, b) a learned neural forward model for accurate forward kinematics, and c) goal adjustment and replanning. Together, these innovations reduce the end-effector tracking error to 2.44cm, outperforming the strongest prior method by 5.5x. Our overall system operates in diverse real-world environments, from offices to coffee shops, where the robot reliably grasps various everyday objects (eg, mugs, apples, toys) on surfaces ranging from 43cm to 92cm in height. Systematic modular and end-to-end tests demonstrate the effectiveness of our proposed design. We believe our advances open up new ways of training humanoids to interact with daily objects.

cs.RO

DreamVLA: A Vision-Language-Action Model Dreamed with Comprehensive World Knowledge

Recent advances in vision-language-action (VLA) models have shown promise in integrating image generation with action prediction to improve generalization and reasoning in robot manipulation. However, existing methods are limited to challenging image-based forecasting, which suffers from redundant information and lacks comprehensive and critical world knowledge, including dynamic, spatial and semantic information. To address these limitations, we propose DreamVLA, a novel VLA framework that integrates comprehensive world knowledge forecasting to enable inverse dynamics modeling, thereby establishing a perception-prediction-action loop for manipulation tasks. Specifically, DreamVLA introduces a dynamic-region-guided world knowledge prediction, integrated with the spatial and semantic cues, which provide compact yet comprehensive representations for action planning. This design aligns with how humans interact with the world by first forming abstract multimodal reasoning chains before acting. To mitigate interference among the dynamic, spatial and semantic information during training, we adopt a block-wise structured attention mechanism that masks their mutual attention, preventing information leakage and keeping each representation clean and disentangled. Moreover, to model the conditional distribution over future actions, we employ a diffusion-based transformer that disentangles action representations from shared latent features. Extensive experiments on both real-world and simulation environments demonstrate that DreamVLA achieves 76.7% success rate on real robot tasks and 4.44 average length on the CALVIN ABC-D benchmarks.

cs.CV

AlphaOne: Reasoning Models Thinking Slow and Fast at Test Time

This paper presents AlphaOne ($\alpha$1), a universal framework for modulating reasoning progress in large reasoning models (LRMs) at test time. $\alpha$1 first introduces $\alpha$ moment, which represents the scaled thinking phase with a universal parameter $\alpha$. Within this scaled pre-$\alpha$ moment phase, it dynamically schedules slow thinking transitions by modeling the insertion of reasoning transition tokens as a Bernoulli stochastic process. After the $\alpha$ moment, $\alpha$1 deterministically terminates slow thinking with the end-of-thinking token, thereby fostering fast reasoning and efficient answer generation. This approach unifies and generalizes existing monotonic scaling methods by enabling flexible and dense slow-to-fast reasoning modulation. Extensive empirical studies on various challenging benchmarks across mathematical, coding, and scientific domains demonstrate $\alpha$1's superior reasoning capability and efficiency. Project page: https://alphaone-project.github.io/

cs.CL

Perception in Reflection

We present a perception in reflection paradigm designed to transcend the limitations of current large vision-language models (LVLMs), which are expected yet often fail to achieve perfect perception initially. Specifically, we propose Reflective Perception (RePer), a dual-model reflection mechanism that systematically alternates between policy and critic models, enables iterative refinement of visual perception. This framework is powered by Reflective Perceptual Learning (RPL), which reinforces intrinsic reflective capabilities through a methodically constructed visual reflection dataset and reflective unlikelihood training. Comprehensive experimental evaluation demonstrates RePer's quantifiable improvements in image understanding, captioning precision, and hallucination reduction. Notably, RePer achieves strong alignment between model attention patterns and human visual focus, while RPL optimizes fine-grained and free-form preference alignment. These advancements establish perception in reflection as a robust paradigm for future multimodal agents, particularly in tasks requiring complex reasoning and multi-step manipulation.

cs.CV

SoFar: Language-Grounded Orientation Bridges Spatial Reasoning and Object Manipulation

While spatial reasoning has made progress in object localization relationships, it often overlooks object orientation-a key factor in 6-DoF fine-grained manipulation. Traditional pose representations rely on pre-defined frames or templates, limiting generalization and semantic grounding. In this paper, we introduce the concept of semantic orientation, which defines object orientations using natural language in a reference-frame-free manner (e.g., the "plug-in" direction of a USB or the "handle" direction of a cup). To support this, we construct OrienText300K, a large-scale dataset of 3D objects annotated with semantic orientations, and develop PointSO, a general model for zero-shot semantic orientation prediction. By integrating semantic orientation into VLM agents, our SoFar framework enables 6-DoF spatial reasoning and generates robotic actions. Extensive experiments demonstrated the effectiveness and generalization of our SoFar, e.g., zero-shot 48.7% successful rate on Open6DOR and zero-shot 74.9% successful rate on SIMPLER-Env.

cs.RO

Learning Getting-Up Policies for Real-World Humanoid Robots

Automatic fall recovery is a crucial prerequisite before humanoid robots can be reliably deployed. Hand-designing controllers for getting up is difficult because of the varied configurations a humanoid can end up in after a fall and the challenging terrains humanoid robots are expected to operate on. This paper develops a learning framework to produce controllers that enable humanoid robots to get up from varying configurations on varying terrains. Unlike previous successful applications of learning to humanoid locomotion, the getting-up task involves complex contact patterns (which necessitates accurately modeling of the collision geometry) and sparser rewards. We address these challenges through a two-phase approach that induces a curriculum. The first stage focuses on discovering a good getting-up trajectory under minimal constraints on smoothness or speed / torque limits. The second stage then refines the discovered motions into deployable (i.e. smooth and slow) motions that are robust to variations in initial configuration and terrains. We find these innovations enable a real-world G1 humanoid robot to get up from two main situations that we considered: a) lying face up and b) lying face down, both tested on flat, deformable, slippery surfaces and slopes (e.g., sloppy grass and snowfield). This is one of the first successful demonstrations of learned getting-up policies for human-sized humanoid robots in the real world.

cs.RO

Taming Teacher Forcing for Masked Autoregressive Video Generation

We introduce MAGI, a hybrid video generation framework that combines masked modeling for intra-frame generation with causal modeling for next-frame generation. Our key innovation, Complete Teacher Forcing (CTF), conditions masked frames on complete observation frames rather than masked ones (namely Masked Teacher Forcing, MTF), enabling a smooth transition from token-level (patch-level) to frame-level autoregressive generation. CTF significantly outperforms MTF, achieving a +23% improvement in FVD scores on first-frame conditioned video prediction. To address issues like exposure bias, we employ targeted training strategies, setting a new benchmark in autoregressive video generation. Experiments show that MAGI can generate long, coherent video sequences exceeding 100 frames, even when trained on as few as 16 frames, highlighting its potential for scalable, high-quality video generation.

cs.CV

Positional Prompt Tuning for Efficient 3D Representation Learning

We rethink the role of positional encoding in 3D representation learning and fine-tuning. We argue that using positional encoding in point Transformer-based methods serves to aggregate multi-scale features of point clouds. Additionally, we explore parameter-efficient fine-tuning (PEFT) through the lens of prompts and adapters, introducing a straightforward yet effective method called PPT for point cloud analysis. PPT incorporates increased patch tokens and trainable positional encoding while keeping most pre-trained model parameters frozen. Extensive experiments validate that PPT is both effective and efficient. Our proposed method of PEFT tasks, namely PPT, with only 1.05M of parameters for training, gets state-of-the-art results in several mainstream datasets, such as 95.01% accuracy in the ScanObjectNN OBJ_BG dataset. Codes and weights will be released at https://github.com/zsc000722/PPT.

cs.CV

DreamBench++: A Human-Aligned Benchmark for Personalized Image Generation

Personalized image generation holds great promise in assisting humans in everyday work and life due to its impressive ability to creatively generate personalized content across various contexts. However, current evaluations either are automated but misalign with humans or require human evaluations that are time-consuming and expensive. In this work, we present DreamBench++, a human-aligned benchmark that advanced multimodal GPT models automate. Specifically, we systematically design the prompts to let GPT be both human-aligned and self-aligned, empowered with task reinforcement. Further, we construct a comprehensive dataset comprising diverse images and prompts. By benchmarking 7 modern generative models, we demonstrate that DreamBench++ results in significantly more human-aligned evaluation, helping boost the community with innovative findings.

cs.CV

ShapeLLM: Universal 3D Object Understanding for Embodied Interaction

This paper presents ShapeLLM, the first 3D Multimodal Large Language Model (LLM) designed for embodied interaction, exploring a universal 3D object understanding with 3D point clouds and languages. ShapeLLM is built upon an improved 3D encoder by extending ReCon to ReCon++ that benefits from multi-view image distillation for enhanced geometry understanding. By utilizing ReCon++ as the 3D point cloud input encoder for LLMs, ShapeLLM is trained on constructed instruction-following data and tested on our newly human-curated benchmark, 3D MM-Vet. ReCon++ and ShapeLLM achieve state-of-the-art performance in 3D geometry understanding and language-unified 3D interaction tasks, such as embodied visual grounding. Project page: https://qizekun.github.io/shapellm/

cs.CV

DreamLLM: Synergistic Multimodal Comprehension and Creation

This paper presents DreamLLM, a learning framework that first achieves versatile Multimodal Large Language Models (MLLMs) empowered with frequently overlooked synergy between multimodal comprehension and creation. DreamLLM operates on two fundamental principles. The first focuses on the generative modeling of both language and image posteriors by direct sampling in the raw multimodal space. This approach circumvents the limitations and information loss inherent to external feature extractors like CLIP, and a more thorough multimodal understanding is obtained. Second, DreamLLM fosters the generation of raw, interleaved documents, modeling both text and image contents, along with unstructured layouts. This allows DreamLLM to learn all conditional, marginal, and joint multimodal distributions effectively. As a result, DreamLLM is the first MLLM capable of generating free-form interleaved content. Comprehensive experiments highlight DreamLLM's superior performance as a zero-shot multimodal generalist, reaping from the enhanced learning synergy. Project page: https://dreamllm.github.io.

cs.CV

VPP: Efficient Conditional 3D Generation via Voxel-Point Progressive Representation

Conditional 3D generation is undergoing a significant advancement, enabling the free creation of 3D content from inputs such as text or 2D images. However, previous approaches have suffered from low inference efficiency, limited generation categories, and restricted downstream applications. In this work, we revisit the impact of different 3D representations on generation quality and efficiency. We propose a progressive generation method through Voxel-Point Progressive Representation (VPP). VPP leverages structured voxel representation in the proposed Voxel Semantic Generator and the sparsity of unstructured point representation in the Point Upsampler, enabling efficient generation of multi-category objects. VPP can generate high-quality 8K point clouds within 0.2 seconds. Additionally, the masked generation Transformer allows for various 3D downstream tasks, such as generation, editing, completion, and pre-training. Extensive experiments demonstrate that VPP efficiently generates high-fidelity and diverse 3D shapes across different categories, while also exhibiting excellent representation transfer performance. Codes will be released at \url{https://github.com/qizekun/VPP}.

cs.CV

ChatSpot: Bootstrapping Multimodal LLMs via Precise Referring Instruction Tuning

Human-AI interactivity is a critical aspect that reflects the usability of multimodal large language models (MLLMs). However, existing end-to-end MLLMs only allow users to interact with them through language instructions, leading to the limitation of the interactive accuracy and efficiency. In this study, we present precise referring instructions that utilize diverse reference representations such as points and boxes as referring prompts to refer to the special region. This enables MLLMs to focus on the region of interest and achieve finer-grained interaction. Based on precise referring instruction, we propose ChatSpot, a unified end-to-end multimodal large language model that supports diverse forms of interactivity including mouse clicks, drag-and-drop, and drawing boxes, which provides a more flexible and seamless interactive experience. We also construct a multi-grained vision-language instruction-following dataset based on existing datasets and GPT-4 generating. Furthermore, we design a series of evaluation tasks to assess the effectiveness of region recognition and interaction. Experimental results showcase ChatSpot's promising performance.

cs.CL

CORSD: Class-Oriented Relational Self Distillation

Knowledge distillation conducts an effective model compression method while holding some limitations:(1) the feature based distillation methods only focus on distilling the feature map but are lack of transferring the relation of data examples; (2) the relational distillation methods are either limited to the handcrafted functions for relation extraction, such as L2 norm, or weak in inter- and intra- class relation modeling. Besides, the feature divergence of heterogeneous teacher-student architectures may lead to inaccurate relational knowledge transferring. In this work, we propose a novel training framework named Class-Oriented Relational Self Distillation (CORSD) to address the limitations. The trainable relation networks are designed to extract relation of structured data input, and they enable the whole model to better classify samples by transferring the relational knowledge from the deepest layer of the model to shallow layers. Besides, auxiliary classifiers are proposed to make relation networks capture class-oriented relation that benefits classification task. Experiments demonstrate that CORSD achieves remarkable improvements. Compared to baseline, 3.8%, 1.5% and 4.5% averaged accuracy boost can be observed on CIFAR100, ImageNet and CUB-200-2011, respectively.

cs.CV

Exploring Recurrent Long-term Temporal Fusion for Multi-view 3D Perception

Long-term temporal fusion is a crucial but often overlooked technique in camera-based Bird's-Eye-View (BEV) 3D perception. Existing methods are mostly in a parallel manner. While parallel fusion can benefit from long-term information, it suffers from increasing computational and memory overheads as the fusion window size grows. Alternatively, BEVFormer adopts a recurrent fusion pipeline so that history information can be efficiently integrated, yet it fails to benefit from longer temporal frames. In this paper, we explore an embarrassingly simple long-term recurrent fusion strategy built upon the LSS-based methods and find it already able to enjoy the merits from both sides, i.e., rich long-term information and efficient fusion pipeline. A temporal embedding module is further proposed to improve the model's robustness against occasionally missed frames in practical scenarios. We name this simple but effective fusing pipeline VideoBEV. Experimental results on the nuScenes benchmark show that VideoBEV obtains strong performance on various camera-based 3D perception tasks, including object detection (55.4\% mAP and 62.9\% NDS), segmentation (48.6\% vehicle mIoU), tracking (54.8\% AMOTA), and motion prediction (0.80m minADE and 0.463 EPA).

cs.CV

CLIP-FO3D: Learning Free Open-world 3D Scene Representations from 2D Dense CLIP

Training a 3D scene understanding model requires complicated human annotations, which are laborious to collect and result in a model only encoding close-set object semantics. In contrast, vision-language pre-training models (e.g., CLIP) have shown remarkable open-world reasoning properties. To this end, we propose directly transferring CLIP's feature space to 3D scene understanding model without any form of supervision. We first modify CLIP's input and forwarding process so that it can be adapted to extract dense pixel features for 3D scene contents. We then project multi-view image features to the point cloud and train a 3D scene understanding model with feature distillation. Without any annotations or additional training, our model achieves promising annotation-free semantic segmentation results on open-vocabulary semantics and long-tailed concepts. Besides, serving as a cross-modal pre-training framework, our method can be used to improve data efficiency during fine-tuning. Our model outperforms previous SOTA methods in various zero-shot and data-efficient learning benchmarks. Most importantly, our model successfully inherits CLIP's rich-structured knowledge, allowing 3D scene understanding models to recognize not only object concepts but also open-world semantics.

cs.CV