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Shanghang Zhang

Publications and source records attributed to Shanghang Zhang.

At least 73 records · Page 4Linked to original sources

PIGEON: VLM-Driven Object Navigation via Points of Interest Selection

Object navigation in unseen indoor environments requires agents to perform semantic search under partial observability. Vision-language models (VLMs) provide strong semantic-spatial priors for this task, but how to interface them with robot navigation remains challenging: dense VLM inference is expensive, while abstracting environments into symbolic memories often separates high-level reasoning from the raw visual evidence that supports it. We propose we propose PIGEON (Point of Interest Guided Exploration for Object Navigation), a VLM-driven framework that formulates object navigation as raw-observation-grounded sparse decision problem. PIGEON introduces Points of Interest (PoIs) as sparse visual decision units that couple geometrically executable waypoints with raw egocentric observations. Rather than using VLMs as dense controllers or restricting them to frontier ranking, PIGEON enables VLMs to select among task-critical PoIs, including exploration frontiers, suspected target objects, traversable stairs, and floor-level summaries, while low-level planners execute continuous motion between them. This PoI interface further makes high-level navigation decisions verifiable, allowing us to develop an RLVR pipeline that improves local VLMs without manual Chain-of-Thought annotations. Extensive experiments on Habitat ObjectNav benchmarks show that PIGEON achieves state-of-the-art zero-shot performance, scales consistently with foundation model capacity, and transfers to Active Embodied Question Answering with only prompt modifications. Real-world deployments on physical robots further demonstrate its robustness and efficiency.

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Vector Map as Language: Toward Unified Remote Sensing Vector Mapping

Remote sensing vector mapping aims to generate structured maps of geospatial entities, such as buildings, roads, and water bodies, from remote sensing imagery. In practice, vector maps usually contain multiple category layers and heterogeneous entity structures, requiring a unified model for diverse mapping needs. However, existing methods typically represent vector objects as polygons or graphs, making them suitable only for specific categories: polygons poorly capture topological relations, while graphs often blur instance boundaries. We observe that language, as a natural medium for human communication, offers a flexible and expressive representation that can accommodate heterogeneous map elements, including geometry, semantics, and topolog. Motivated by this insight, we propose Vector Map as Language (VecLang), a unified paradigm that reformulates multiclass vector mapping as structured text generation. VecLang encodes the common elements of different geospatial entities into a GeoJSON-like vector language, enabling cross-category modeling within a shared textual format. To generate this language reliably, we design a progressive vision-language mapping framework that first localizes vectorization units and then generates structured map elements. We further introduce Hierarchical Vector Language Optimization, which uses reinforcement learning to improve syntax validity, content fidelity, and map executability. We also build VecMap-Bench with 54K images and 800K instances, supporting training and evaluation across standard and generalization settings. Extensive experiments demonstrate that VecLang handles both single-class and multiclass vector mapping while achieving strong cross-dataset and open-vocabulary generalization. The model and dataset are publicly available at https://github.com/yyyyll0ss/VecLang.

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Dream-Tac: A Unified Tactile World Action Model for Contact-Rich Robot Manipulation

World action models inherit the predictive capability of world models, enabling action generation to be guided by anticipated future observations. However, they rely primarily on vision and often fail in contact-rich manipulation, where critical cues arise from physical interaction. In this paper, we propose Dream-Tac, a unified Tactile-World Action Model that jointly models actions, future visual observations, and tactile dynamics. Specifically, Dream-Tac introduces (i) contact-gated visuotactile fusion to selectively integrate tactile signals and (ii) a contact-aware attention bias to better regulate cross-modal interactions during manipulation. To support real-time deployment, we further design a dual-level acceleration strategy, reformulating the contact-aware bias to preserve the fused attention path during training and introducing cache-based diffusion acceleration at inference, achieving up to 2.9$\times$ faster training and 1.8$\times$ faster inference. Across six contact-rich manipulation tasks, Dream-Tac improves action accuracy by 31.7\% on average, demonstrating the effectiveness of unified visuotactile world modeling.Code is available at https://github.com/LYFCLOUDFAN/Dream-Tac.

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SparseStreet: Sparse Gaussian Splatting for Real-Time Street Scene Simulation

While 3D Gaussian Splatting has shown promising results in street scene reconstruction, existing methods require massive numbers of Gaussian primitives to capture fine details, leading to prohibitive storage costs and slow rendering speeds. We observe that dynamic objects (e.g., vehicles and pedestrians) demand high-fidelity representations to maintain temporal consistency, while static background regions often contain substantial redundancy. Motivated by this, we propose SparseStreet, a general compression framework specifically designed for street scenes. First, we introduce a node-based learnable pruning strategy that systematically removes low-contributing Gaussian primitives while preserving visually critical regions. Second, after the scene representation stabilizes, we apply background compression, further reducing redundancy in static regions. Our method effectively preserves the geometry and appearance of dynamic objects while significantly reducing the total number of Gaussian primitives. Extensive experiments on the Waymo and nuScenes demonstrate that SparseStreet achieves up to 80% compression ratio with minimal quality degradation, enabling resource-efficient, high-fidelity dynamic scene reconstruction. Project website: https://sparsestreet.github.io/.

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URDF-Anything+: End-to-End Generation for Simulation-Ready Articulated Assets

Articulated objects are fundamental for robotics, simulation of physics, and interactive virtual environments. However, recovering them from visual observations is inherently challenging, as images provide only partial and ambiguous cues about both part geometry and their underlying kinematic structure. Existing approaches typically rely on multi-stage pipelines, retrieval from asset libraries, or explicit part segmentation. We present URDF-Anything+, an end-to-end autoregressive diffusion framework that generates simulation-ready URDF models directly from a single RGB image. Conditioned on visual observations and object geometry, URDF-Anything+ operates in a structured latent space and jointly models part geometry and articulation in a unified generation process. Specifically, the model sequentially predicts each articulated part together with its associated joint parameters, while a termination token dynamically determines the number of parts. This design enables direct generation of fully executable URDFs without external retrieval or post-processing stages. Experiments on large-scale articulated object benchmarks demonstrate that URDF-Anything+ outperforms prior methods in geometric reconstruction quality, joint parameter estimation, and physical executability, while being substantially more efficient than existing multi-stage approaches. Furthermore, the generated URDFs serve as faithful digital twins, enabling the zero-shot transfer of manipulation policies trained purely in simulation.

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DAG-Plan: Generating Directed Acyclic Dependency Graphs for Dual-Arm Cooperative Planning

Dual-arm robots promise greater efficiency but require planning for complex tasks with nonlinear sub-task dependencies. Current methods using Large Language Models (LLMs) suffer from a fundamental trade-off: generating linear sequences is efficient but fails to model parallelism and adapt to changes, while iterative querying is adaptive but too slow and costly. To bridge this gap, we introduce DAG-Plan, a novel task planning framework that for the first time employs a Directed Acyclic Graph (DAG) as the central representation for dual-arm coordination. The key insight is that a DAG natively captures complex sub-task dependencies and explicitly reveals opportunities for parallel execution. Within this framework, an LLM is used only once as a powerful semantic parser to translate a natural language instruction into a structured DAG. During execution, our system dynamically assigns candidate nodes to the suitable arm based on real-time environmental observations, enabling truly adaptive and parallel operation. Extensive evaluation on a dual-arm kitchen benchmark shows that DAG-Plan's structured approach fundamentally outperforms existing paradigms. It achieves a 48% higher success rate than single-query linear sequence methods with dual arm by robustly managing dependencies, and an 84.1% higher execution efficiency than iterative querying methods by eliminating the latency of repeated LLM calls. Our work demonstrates that a principled, graph-based representation is the key to unlocking efficient and reliable LLM-based planning for complex robotic systems. More demos and code are available on https://sites.google.com/view/dag-plan.

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LAST: Bridging Vision-Language and Action Manifolds via Gromov-Wasserstein Alignment

We take a Gromov-Wasserstein perspective on Vision-Language-Action (VLA) learning, where the goal is to make the relational geometry of action representations compatible with the semantic geometry of VL embeddings. However, this alignment is non-trivial due to the mathematical heterogeneity between the domains: the semantic space of vision-language is topologically linear and isotropic, whereas the physical manifold of robotic action is non-Euclidean and anisotropic. Their disjoint metric structures render direct regression ill-posed. To resolve this incompatibility, we introduce LAST (Lie-algebraic Action Space Tokenizer), which reconstructs the action space to establish local metric compatibility with the VL modality via a two-stage transformation: (1) Global Topological Linearization: linearizing the action manifold via Lie-algebraic mapping, converting trajectories into a fixed-length, physically additive representation. (2) Local Metric Discretization: hierarchically discretizing the representation into schemas and whitened residuals, yielding approximately isotropic local charts that are statistically aligned with the semantic metric. By resolving the structural mismatch at both global and local levels, LAST enables VLA models with superior convergence and generalizability.

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SEED: Targeted Data Selection by Weighted Independent Set

Data selection seeks to identify a compact yet informative subset from large-scale training corpora, balancing sample quality against collection diversity. We formulate this problem as a Weighted Independent Set (WIS) on a similarity graph, where nodes represent data samples weighted by influence, and edges connect semantically redundant pairs. This formulation naturally yields subsets that are simultaneously high-quality and diverse. However, two challenges arise in practice: naive node weights fail to distinguish informative signals from gradient noise, and edge construction under heterogeneous domain distributions produces structurally imbalanced graphs that bias selection toward sparse regions. To address these issues, we introduce two principled refinements from a unified graph perspective: (1) \textit{node value calibration} that restricts influence estimation to the bilateral salient subspace to ground node importance in task-relevant signals rather than surface-level statistics; (2) \textit{local scale normalization} that adapts edge thresholds to local neighborhood density, mitigating graph imbalance induced by cross-domain distribution shifts. Together, these components yield a robust and scalable data selection pipeline dubbed SEED. We further construct \texttt{Honeybee-Remake-SEED-200K}, a compact multimodal dataset curated by SEED. Extensive experiments show that SEED consistently outperforms state-of-the-art methods on instruction tuning, visual instruction tuning, and semantic segmentation across diverse model families.

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Demo-JEPA: Joint-Embedding Predictive Architecture for One-shot Cross-Embodiment Imitation

Robotic imitation learning is often treated as reproducing demonstrated actions, but actions are inherently embodiment-specific. When demonstrations come from humans or robots with different morphology, kinematics, or action spaces, this action-centric view requires shared action spaces, heuristic retargeting, or large-scale multi-embodiment co-training. We instead view demonstrations as implicit specifications of future goals: the target agent should infer what state the demonstrator is trying to realize, rather than how the demonstrator executes it. We propose Demo-JEPA, a cross-embodiment imitation framework that decouples demonstration intent from embodiment-specific execution. Built on a JEPA-based world model, Demo-JEPA translates source visual demonstrations into target-compatible future latent trajectories in a shared predictive representation space. The target agent then uses these latent trajectories as subgoals and realizes them through planning under its own learned forward dynamics. Because Demo-JEPA avoids action-level correspondence and requires only visual demonstrations plus the target agent's own interaction experience, it supports flexible imitation across heterogeneous embodiments. Experiments on RLBench and real-world manipulation tasks show that Demo-JEPA matches specialized in-domain planners and generalizes to unseen tasks and embodiment configurations where prior methods fail.

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TwinRL: Digital Twin-Driven Reinforcement Learning for Real-World Robotic Manipulation

Despite strong generalization capabilities, Vision-Language-Action (VLA) models remain constrained by the high cost of expert demonstrations and limited real-world interaction. While online reinforcement learning (RL) has shown promise, its application to real-world VLA manipulation is hindered by low exploration efficiency and restricted exploration coverage. Through systematic real-world experiments, we observe that the effective exploration space of online RL is largely constrained by the trajectory distribution induced during supervised fine-tuning (SFT). Motivated by this observation, we propose TwinRL, a digital twin-real-world collaborative post-training framework that expands and guides RL exploration for VLA models through three stages: SFT warm-up, twin RL warm-up, and real-world RL. TwinRL first reconstructs a high-fidelity digital twin from smartphone-captured scenes. During the SFT stage, we introduce an exploration space expansion strategy that expands the support of the trajectory distribution beyond real demonstrations, reshaping the exploration space for more effective RL. Rather than treating the twin as a data augmentation tool, we propose a twin RL warm-up strategy that enables it to act as an exploration guide for real-world RL. Specifically, TwinRL performs efficient parallel RL in the digital twin to generate interactive trajectories that populate the replay buffer and stabilize subsequent real-world RL learning. This process also identifies failure-prone yet informative configurations, enabling targeted human-in-the-loop rollouts to further improve on-robot efficiency. Across four tasks, TwinRL achieves near-100% success in both in-distribution and out-of-distribution regions, delivering over 30% faster convergence than prior real-world RL methods with only 20 minutes of on-robot interaction.

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HEX: Humanoid-Aligned Experts for Cross-Embodiment Whole-Body Manipulation

Humans achieve complex manipulation through coordinated whole-body control, whereas most Vision-Language-Action (VLA) models treat robot body parts largely independently, making high-DoF humanoid control challenging and often unstable. We present HEX, a state-centric framework for coordinated manipulation on full-sized bipedal humanoid robots. HEX introduces a humanoid-aligned universal state representation for scalable learning across heterogeneous embodiments, and incorporates a Mixture-of-Experts Unified Proprioceptive Predictor to model whole-body coordination and temporal motion dynamics from large-scale multi-embodiment trajectory data. To efficiently capture temporal visual context, HEX uses lightweight history tokens to summarize past observations, avoiding repeated encoding of historical images during inference. It further employs a residual-gated fusion mechanism with a flow-matching action head to adaptively integrate visual-language cues with proprioceptive dynamics for action generation. Experiments on real-world humanoid manipulation tasks show that HEX achieves state-of-the-art performance in task success rate and generalization, particularly in fast-reaction and long-horizon scenarios.

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MoASE++: Mixture of Activation Sparsity Experts with Domain-Adaptive On-policy Distillation for Continual Test Time Adaptation

Continual test-time adaptation adapts a source-pretrained model to non-stationary, unlabeled target streams while retaining past competence, yet texture-biased backbones risk error accumulation and catastrophic forgetting. Drawing inspiration from the process of decoupling shape and texture in the human visual system, we introduce MoASE, a plug-in mixture-of-experts that disentangles domain-agnostic structure from domain-specific texture using Activation Sparsity Experts with Spatial Differentiable Dropout, forming complementary high- and low-activation pathways, while high- and low-rank bottlenecks diversify representations. The Activation Sparsity Gate produces input-adaptive SDD thresholds for precise token selection, and the Domain-Aware Router assigns per-sample expert weights using texture-sensitive cues. To curb confirmation bias on unlabeled streams and stabilize supervision, we then introduce Domain-Adaptive On-Policy Distillation to constitute MoASE++, with an EMA-anchored on-policy reverse KL distillation and an augmentation policy conditioned on entropy and confidence that aligns predictions across the same views and improves the robustness-plasticity balance. Extensive experiments on classification (CIFAR-10/100-C, ImageNet-C) and semantic segmentation (Cityscapes->ACDC) demonstrate consistent state-of-the-art performance, offering a principled, controllable approach to continual adaptation in dynamic visual environments.

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Dexora: Open-source VLA for High-DoF Bimanual Dexterity

Vision-Language-Action (VLA) models have recently become a central direction in embodied AI, but current systems are restricted to either dual-gripper control or single-arm dexterous hand manipulation. While low-dimensional gripper control can often be handled with simpler methods, high-dimensional dexterous hand control benefits greatly from full end-to-end VLA learning. In this work, we introduce Dexora, the first open-source VLA system that natively targets dual-arm, dual-hand high-DoF manipulation. We design a hybrid teleoperation pipeline that decouples gross arm kinematics (captured with a custom exoskeleton backpack) from fine finger motion (markerless hand tracking via Apple Vision Pro), and that drives both a physical dual-arm dual-hand platform and an identical MuJoCo digital twin. Using that interface, we assemble a large training corpus: an embodiment-matched synthetic corpus (100K simulated trajectories, 6.5M frames) and a real-world dataset of 10K teleoperated episodes (2.92M frames). To mitigate noisy teleoperation demonstrations, we propose a data-quality-aware training recipe: an offline discriminator provides clip-level weights for diffusion-transformer policy training, down-weighting low-quality demonstrations. Empirically, Dexora outperforms competitive VLA baselines on both basic and dexterous benchmarks (e.g., average dexterous success 66.7% vs. 51.7%), attains 90% success on basic tasks, and shows robust out-of-distribution and cross-embodiment generalization. Ablations confirm the importance of real data and the discriminator for dexterity.

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SceneParser: Hierarchical Scene Parsing for Visual Semantics Understanding

General scene perception has progressed from object recognition toward open-vocabulary grounding, part localization, and affordance prediction. Yet these capabilities are often realized as isolated predictions that localize objects, parts, or interaction points without capturing the structured dependencies needed for interaction-oriented scene understanding. To address this gap, we introduce Hierarchical Scene Parsing, an interaction-oriented parsing task that represents physical scenes as explicit scene -> object -> part -> affordance hierarchies with cross-level bindings. We instantiate this task with SceneParser, a VLM-based parser trained for unified hierarchical generation with structural-completion pseudo labels and curriculum learning. To support training and evaluation, we construct SceneParser-Bench, a large-scale benchmark built with a scalable hierarchical data engine, containing 110K training images, a 5K validation split, 777K objects, 1.14M parts, 1.74M affordance annotations, and 1.74M valid object-part-affordance chain instances. We further introduce Level-1 to Level-3 conditional metrics and ParseRate to evaluate localization, cross-level binding, and hierarchical completeness. Experiments show that existing MLLMs and perception-stitching pipelines struggle with hierarchical parsing on our SceneParser-Bench, while SceneParser achieves stronger structure-aware performance. Besides, ablations, evaluations on COCO and AGD20K, and a downstream planning probe demonstrate that our SceneParser is compatible with conventional tasks and provides an actionable representation for visual understanding.

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EvoDriveVLA: Evolving Driving VLA Models via Collaborative Perception-Planning Distillation

Vision-Language-Action models have shown great promise for autonomous driving, yet they suffer from degraded perception after unfreezing the visual encoder and struggle with accumulated instability in long-term planning. To address these challenges, we propose EvoDriveVLA-a novel collaborative perception-planning distillation framework that integrates self-anchored perceptual constraints and future-informed trajectory optimization. Specifically, self-anchored visual distillation leverages self-anchor teacher to deliver visual anchoring constraints, regularizing student representations via trajectory-guided key-region awareness. In parallel, future-informed trajectory distillation employs a future-aware oracle teacher with coarse-to-fine trajectory refinement and Monte Carlo dropout sampling to synthesize reasoning trajectories that model future evolutions, enabling the student model to internalize the future-aware insights of the teacher. EvoDriveVLA achieves SOTA performance in nuScenes open-loop evaluation and significantly enhances performance in NAVSIM closed-loop evaluation. Our code is available at: https://github.com/hey-cjj/EvoDriveVLA.

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VEGA: Visual Encoder Grounding Alignment for Spatially-Aware Vision-Language-Action Models

Precise spatial reasoning is fundamental to robotic manipulation, yet the visual backbones of current vision-language-action (VLA) models are predominantly pretrained on 2D image data without explicit 3D geometric supervision, resulting in representations that lack accurate spatial awareness. Existing implicit spatial grounding methods partially address this by aligning VLA features with those of 3D-aware foundation models, but they rely on empirical layer search and perform alignment on LLM-level visual tokens where spatial structure has already been entangled with linguistic semantics, limiting both generalizability and geometric interpretability. We propose VEGA (Visual Encoder Grounding Alignment), a simple yet effective framework that directly aligns the output of the VLA's visual encoder with spatially-aware features from DINOv2-FiT3D, a DINOv2 model fine-tuned with multi-view consistent 3D Gaussian Splatting supervision. By performing alignment at the visual encoder output level, VEGA grounds spatial awareness before any linguistic entanglement occurs, offering a more interpretable and principled alignment target. The alignment is implemented via a lightweight projector trained with a cosine similarity loss alongside the standard action prediction objective, and is discarded at inference time, introducing no additional computational overhead. Extensive experiments on simulation benchmark and real-world manipulation tasks demonstrate that VEGA consistently outperforms existing implicit spatial grounding baselines, establishing a new state-of-the-art among implicit spatial grounding methods for VLA models.

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HarmoWAM: Harmonizing Generalizable and Precise Manipulation via Adaptive World Action Models

World Action Models (WAMs) have emerged as a promising paradigm for robot control by modeling physical dynamics. Current WAMs generally follow two paradigms: the "Imagine-then-Execute" approach, which uses video prediction to infer actions via inverse dynamics, and the "Joint Modeling" approach, which jointly models actions and video representations. Based on systematic experiments, we observe a fundamental trade-off between these paradigms: the former explicitly leverages world models for generalizable transit but lacks interaction precision, whereas the latter enables fine-grained, temporally coherent action generation but is constrained by the exploration space of the training distribution. Motivated by these findings, we propose HarmoWAM, an end-to-end WAM that fully leverages a world model to unify predictive and reactive control, enabling both generalizable transit and precise manipulation. Specifically, the world model provides spatio-temporal physical priors that condition two complementary action experts: a predictive expert that leverages latent dynamics for iterative action generation, and a reactive expert that directly infers actions from predicted visual evolution. To enable adaptive coordination, a Process-Adaptive Gating Mechanism is proposed to automatically determine the timing and location of switching between them. This allows the world model to drive the reactive expert to expand the exploration space and the predictive expert to perform precise interactions across different stages of a task. For evaluation, we construct three training-unseen test environments across six real-world robotic tasks, covering variations in background, position, and object semantics. Notably, HarmoWAM achieves strong zero-shot generalization across these scenarios, significantly outperforming prior state-of-the-art VLA models and WAMs by margins of 33% and 29%, respectively.

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MapNav: A Novel Memory Representation via Annotated Semantic Maps for Vision-and-Language Navigation

Vision-and-language navigation (VLN) is a key task in Embodied AI, requiring agents to navigate diverse and unseen environments while following natural language instructions. Traditional approaches rely heavily on historical observations as spatio-temporal contexts for decision making, leading to significant storage and computational overhead. In this paper, we introduce MapNav, a novel end-to-end VLN model that leverages Annotated Semantic Map (ASM) to replace historical frames. Specifically, our approach constructs a top-down semantic map at the start of each episode and update it at each timestep, allowing for precise object mapping and structured navigation information. Then, we enhance this map with explicit textual labels for key regions, transforming abstract semantics into clear navigation cues and generate our ASM. MapNav agent using the constructed ASM as input, and use the powerful end-to-end capabilities of VLM to empower VLN. Extensive experiments demonstrate that MapNav achieves state-of-the-art (SOTA) performance in both simulated and real-world environments, validating the effectiveness of our method. Moreover, we will release our ASM generation source code and dataset to ensure reproducibility, contributing valuable resources to the field. We believe that our proposed MapNav can be used as a new memory representation method in VLN, paving the way for future research in this field.

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