Searcharxiv⌕ Search

arXiv subjects

Shubham Tulsiani

Publications and source records attributed to Shubham Tulsiani.

At least 19 recordsLinked to original sources

CS-Pi: Constraint-Satisfying Flow Policy Sampling

A flow-matching policy deployed in the field must often satisfy a constraint that was absent from its demonstrations, such as avoiding an obstacle it has never seen. Retraining for every new constraint is impractical, so the constraint must be enforced at inference time. Enforcing it must not discard what the policy learned: an action the policy would rarely sample may avoid the obstacle yet fail the task. We therefore want actions that are both safe, satisfying the constraint, and plausible, remaining likely under the policy. Gradient guidance, the most common approach, steers noisy states, so it must evaluate its cost on the policy's running estimate of the clean action; when the policy is uncertain between passing left or right of an obstacle, this estimate is their average and can pass straight through it. We instead build on rejection and projection. Rejection redraws actions until one is safe: every output is plausible, but the wait is intractable when safe actions are rare. Projection moves an action to the nearest safe one: it is efficient, but the result need not be plausible. Our key insight is that flow-matching sampling lets us combine the two, keeping projection's efficiency and rejection's plausibility. CS-Pi, our draw-project-renoise sampler, projects each draw to the nearest safe action, adds noise back scaled to how far the projection moved it, and re-runs the unmodified policy until a draw is safe. Replacing only the projection step extends CS-Pi to continuous costs. Across a 2D diagnostic, a 7-DoF shelf pick-and-place, an orientation preference, and a zero-shot Franka deployment, CS-Pi reaches 81% safe success on the shelf and 55% on hardware, against 55% and 40% for projection, while staying plausible.

cs.RO↗

Learning Adaptable Dexterous Skills via Hybrid Dexterous Mimicking

Dexterous multi-finger hands hold promise to unlock diverse skills like functional grasps, in-hand reorientation, and dynamic handover that the human-designed world assumes, yet existing learning recipes force a trade-off. Goal-reaching reinforcement learning generalizes to arbitrary object poses but, lacking any human prior, converges to unnatural and unreliable finger strategies; motion tracking reproduces human-like behavior from a single clip but cannot deviate from it. We present AdaDex, a goal-conditioned RL framework that turns a single hand-object trajectory of a few seconds---from mocap data or HOI reconstruction from in-the-wild RGB(D) video---into an adaptable dexterous skill. At the core of AdaDex is Hybrid Dexterous Mimicking: a shared policy is trained on two populations of massively parallel environments: motion tracking environments trained with dense motion tracking objective, which instill the human prior from human motion; and generalization environments with noised initial states and goals and a sparse object-success reward, which force the skill to work far off the reference. From seconds of human motion per skill, the resulting policies can learn diverse adaptable dexterous skills, such as functional grasping, object reposing, in-hand reorientation with finger gaiting, and dynamic behaviors like throw-and-catch. Our method outperforms baselines in terms of generalization and functionality, and we demonstrate transfer across simulators and to the real world. Project page: https://yuxuank.com/AdaDex/.

cs.RO↗

Dex4D: Task-Agnostic Point Track Policy for Zero-Shot Dexterous Manipulation

Learning generalist policies capable of accomplishing a wide range of everyday tasks remains an open challenge in dexterous manipulation. In particular, collecting large-scale manipulation data via real-world teleoperation is expensive and difficult to scale. While learning in simulation provides a feasible alternative, designing multiple task-specific environments and rewards for training is similarly challenging. We propose Dex4D, a framework that instead leverages simulation for learning task-agnostic dexterous skills that can be flexibly recomposed to perform diverse real-world manipulation tasks. Specifically, Dex4D learns a domain-agnostic 3D point track conditioned policy capable of transforming a rigid object from a current pose to a target pose. We train this 'Anypose-to-Anypose' policy in simulation across thousands of objects with diverse pose configurations, covering a broad space of robot-object interactions that can be composed at test time. At deployment, this policy can be zero-shot transferred to real-world tasks without finetuning, simply by prompting it with desired object-centric point tracks extracted from generated videos. During execution, Dex4D uses online point tracking for closed-loop perception and control. Extensive experiments in simulation and on real robots show that our method enables zero-shot deployment for diverse dexterous manipulation tasks and yields consistent improvements over prior baselines. Furthermore, we demonstrate strong generalization to novel objects, scene layouts, backgrounds, and trajectories, highlighting the robustness and scalability of the proposed framework. Project page: https://dex4d.github.io/.

cs.RO↗

An Empirical Study on What Matters for Viewpoint-Generalizable Policies in Visual Imitation Learning

Visual imitation learning is a promising approach to training robot manipulation policies capable of completing a wide variety of tasks. However, policies today remain brittle to viewpoint perturbations, making deployment in diverse environments a challenge. We present a controlled empirical study of which design choices allow visuomotor policies to generalize across viewpoints. We find that viewpoint generalization improves when dense visual tokens are retained and the action head participates in geometric reasoning. On a suite of simulated tasks that span a wide range of camera poses, we show that these design choices yield a policy that remains performant across viewpoints. As a practical consequence, a policy trained with these design choices also transfers zero-shot from simulation to the real world under random camera configurations.

cs.RO↗

Point4D: Long-range 4D Motion Reconstruction

We introduce Point4D, a feed-forward model for 4D reconstruction of long-range video sequences. Point4D is able to reliably infer dense per-point 3D trajectories across multi-hundred-frame videos, unlike existing 4D methods that are limited to short input windows of at most a few dozen frames. A key innovation that enables this is our flexible 3D query-based motion decoder that decouples trajectory prediction from image-plane visibility. The predicted 3D endpoints are then directly re-queried in the next chunk without re-projection or matching. Furthermore, we show that extracting and reusing a visual descriptor from an arbitrary frame where the point is visible leads to better performance than relying solely on the source patch. Overall, Point4D achieves state-of-the-art performance across diverse long-video tracking benchmarks spanning over 200 frames and largely outperforms previous feed-forward 4D method. Project page: https://point-4d.github.io

cs.CV↗

$π\mathbf{R}^2$: Reactive Real-time Flow Policies

Generalist manipulation policies increasingly take the form of action-chunking flow policies built on large pretrained backbones. Such chunks run open-loop, so the policy cannot react to sensory input arriving mid-execution, sacrificing \emph{reactivity}. Replanning more often would restore it, but the perception-to-action pipeline (a large backbone plus multiple denoising steps) is too slow: this \emph{latency} forbids frequent replanning and leaves committed actions stale, making such policies ill-suited for dynamic, closed-loop control. We present $π\mathbf{R}^2$, which makes these policies reactive and real-time while retaining large backbones, expressive multi-modal policies, and multi-action prediction. Built on the per-position noise schedule of diffusion forcing, $π\mathbf{R}^2$ contributes two ideas. First, it splits conditioning into a fast channel (proprioception, fresh every tick) and an asynchronously updated slow channel (vision-language features), so the policy reacts to proprioception within a chunk while tolerating stale vision. Second, a latency-adaptive flow schedule treats in-flight actions as inpainting conditioning and emits actions in one denoising step per call, letting one trained model adapt to varying hardware latency. Requiring minimal modification to existing architectures, $π\mathbf{R}^2$ can be finetuned from a pretrained policy: applied to GR00T-N1.7 on a real xArm6+XHand platform, it replans closed-loop roughly $4\times$ faster than the base policy (~$25$Hz on an A5000 GPU), acting on a fresh observation every $40$ms. Across simulation and real-world manipulation tasks, $π\mathbf{R}^2$ improves the success rate by up to $23\%$ in simulation and $30\%$ in the real world over the strongest baseline. Project page: https://pi-r2-flow.github.io/

cs.RO↗

RayRoPE: Projective Ray Positional Encoding for Multi-view Attention

We study positional encodings for multi-view transformers that process tokens from a set of posed input images, and seek a mechanism that encodes patches uniquely, allows SE(3)-invariant attention with multi-frequency similarity, and can adapt to the geometry of the underlying 3D scene. We find that prior (absolute or relative) encoding schemes for multi-view attention do not meet these desiderata, and present RayRoPE to address this gap. RayRoPE represents patch positions based on associated rays and computes query-frame projective coordinates to ensure SE(3) invariance. To adapt to scene geometry, RayRoPE predicts (without direct supervision) a per-token depth to obtain its position along the corresponding ray, while also modeling uncertainty and analytically computing the expected positional encoding. We validate our method on the tasks of novel-view synthesis, stereo depth estimation, and feed-forward 3DGS reconstruction. While remaining efficient, RayRoPE consistently improves over alternate position encoding schemes (e.g., 24% relative improvement on LPIPS in RE10K).

cs.CV↗

Web2Grasp: Learning Functional Grasps from Web Images of Hand-Object Interactions

Functional grasping is essential for enabling dexterous multi-finger robot hands to manipulate objects effectively. Prior work largely focuses on power grasps, which only involve holding an object, or relies on in-domain demonstrations for specific objects. We propose leveraging human grasp information extracted from web images, which capture natural and functional hand-object interactions (HOI). Using a pretrained 3D reconstruction model, we recover 3D human HOI meshes from RGB images. To train on these noisy HOI data, we propose to use: (1) an interaction-centric model to learn the functional interaction pattern between hand and object, and (2) geometry-based filtering to remove the infeasible grasps and physical simulation to retain grasps who can resist disturbance. In IssacGym simulation, our model trained on reconstructed HOI grasps achieves a 75.8% success rate on objects from the web dataset and generalizes to unseen objects, outperforming baseline methods in both grasp success and functional quality. In real-world experiments with the LEAP hand and Inspire hand, it attains a 77.5% success rate across 12 objects, including challenging ones such as a syringe, spray bottle, knife, and tongs. Project website is at: https://web2grasp.github.io/.

cs.CV↗

Lift4D: Harmonizing Single-View 3D Estimation for 4D Reconstruction In-the-Wild

Reconstructing dynamic non-rigid objects from monocular video requires integrating visual cues from direct observations with data-driven priors over geometry and appearance. Prior approaches either learn to directly predict 4D representations from visual input or initialize a 3D representation that is subsequently deformed and refined based on video evidence. However, the former are constrained by the scarcity of 4D training data, while the latter leverage priors only for the initial reconstruction and rely solely on video supervision thereafter; neither handles complex in-the-wild scenarios with large deformations and occlusions well. We present Lift4D, a test-time optimization framework that addresses both limitations. First, we adapt an existing single-view 3D reconstruction model to yield temporally consistent per-frame predictions via causal latent conditioning, providing a coherent initialization for a deformable 3D Gaussian Splatting representation. We then ``sculpt'' this representation to match the input video through an occlusion-aware optimization that faithfully recovers visible surface details while completing unobserved regions using a view-conditioned diffusion prior. We demonstrate that Lift4D clearly improves over prior 4D reconstruction methods, particularly on challenging in-the-wild sequences with severe occlusions and non-rigid motion.

cs.CV↗

DemoDiffusion: One-Shot Human Imitation using pre-trained Diffusion Policy

We propose DemoDiffusion, a simple method for enabling robots to perform manipulation tasks by imitating a single human demonstration, without requiring task-specific training or paired human-robot data. Our approach is based on two insights. First, the hand motion in a human demonstration provides a useful prior for the robot's end-effector trajectory, which we can convert into a rough open-loop robot motion trajectory via kinematic retargeting. Second, while this retargeted motion captures the overall structure of the task, it may not align well with plausible robot actions in-context. To address this, we leverage a pre-trained generalist diffusion policy to modify the trajectory, ensuring it both follows the human motion and remains within the distribution of plausible robot actions. Unlike approaches based on online reinforcement learning or paired human-robot data, our method enables robust adaptation to new tasks and scenes with minimal effort. In real-world experiments across 8 diverse manipulation tasks, DemoDiffusion achieves 83.8\% average success rate, compared to 13.8\% for the pre-trained policy and 52.5\% for kinematic retargeting, succeeding even on tasks where the pre-trained generalist policy fails entirely. Project page: https://demodiffusion.github.io/

cs.RO↗

GHOST: Hierarchical Sub-Goal Policies for Generalizing Robot Manipulation

We present GHOST, a framework for learning visuomotor manipulation policies that generalize beyond the training distribution. GHOST factorizes control into (i) a high-level policy that predicts the next sub-goal as a distribution over 3D end-effector poses from multi-view RGB-D observations, and (ii) a low-level goal-conditioned controller that executes embodiment-specific actions. To condition image-based policies on 3D goals, we introduce a simple spatial interface that projects predicted goals into the image plane and represents them as end-effector heatmaps. Across a suite of manipulation tasks, this hierarchical factorization consistently improves performance and robustness compared to a flat Diffusion Policy. Further, we show that this hierarchical interface also makes it easy to incorporate human demonstrations without relying on (noisy) action retargeting. As sub-goals are largely embodiment-agnostic, we train the high-level policy on human video to specify how learned skills should be applied and composed, while keeping the low-level policy trained purely on robot data. This hierarchy enables adaptation to novel objects and task variations using a small number of human demonstrations.

cs.RO↗

Temporal Score Rescaling for Temperature Sampling in Diffusion and Flow Models

We present a mechanism to steer the sampling diversity of denoising diffusion and flow matching models, allowing users to sample from a sharper or broader distribution than the training distribution. We build on the observation that these models leverage (learned) score functions of noisy data distributions for sampling and show that rescaling these allows one to effectively control a 'local' sampling temperature. Notably, this approach does not require any finetuning or alterations to training strategy, and can be applied to any off-the-shelf model and is compatible with both deterministic and stochastic samplers. We first validate our framework on toy 2D data, and then demonstrate its application for diffusion models trained across five disparate tasks -- image generation, pose estimation, depth prediction, robot manipulation, and protein design. We find that across these tasks, our approach allows sampling from sharper (or flatter) distributions, yielding performance gains e.g., depth prediction models benefit from sampling more likely depth estimates, whereas image generation models perform better when sampling a slightly flatter distribution.

cs.LG↗

EditCtrl: Disentangled Local and Global Control for Real-Time Generative Video Editing

High-fidelity generative video editing has seen significant quality improvements by leveraging pre-trained video foundation models. However, their computational cost is a major bottleneck, as they are often designed to inefficiently process the full video context regardless of the inpainting mask's size, even for sparse, localized edits. In this paper, we introduce EditCtrl, an efficient video inpainting control framework that focuses computation only where it is needed. Our approach features a novel local video context module that operates solely on masked tokens, yielding a computational cost proportional to the edit size. This local-first generation is then guided by a lightweight temporal global context embedder that ensures video-wide context consistency with minimal overhead. Not only is EditCtrl 10 times more compute efficient than state-of-the-art generative editing methods, it even improves editing quality compared to methods designed with full-attention. Finally, we showcase how EditCtrl unlocks new capabilities, including multi-region editing with text prompts and autoregressive content propagation.

cs.CV↗

E-RayZer: Self-supervised 3D Reconstruction as Spatial Visual Pre-training

Self-supervised pre-training has driven rapid progress in foundation models for language, 2D images, and video, yet remains largely unexplored for learning 3D-aware representations from multi-view images. In this paper, we present E-RayZer, a self-supervised 3D vision model that learns geometrically grounded representations directly from unlabeled images. Unlike prior self-supervised methods such as RayZer, which infer 3D indirectly through latent-space view synthesis, E-RayZer operates directly in 3D space, performing self-supervised 3D reconstruction with Explicit geometry. This formulation eliminates shortcut solutions and yields representations that are 3D-aware. To ensure convergence and scalability, we introduce a fine-grained learning curriculum that organizes training from easy to hard samples and harmonizes heterogeneous data sources without any supervision. Experiments show that E-RayZer significantly outperforms RayZer on pose estimation and matches or sometimes surpasses fully supervised reconstruction models such as VGGT. Furthermore, its learned representations outperform leading visual pre-training models (e.g., DINOv3, CroCo v2, VideoMAE V2, and RayZer) on 3D downstream tasks, establishing E-RayZer as a promising paradigm for spatial visual pre-training.

cs.CV↗

CRISP: Contact-Guided Real2Sim from Monocular Video with Planar Scene Primitives

We introduce CRISP, a method that recovers simulatable human motion and scene geometry from monocular video. Prior work on joint human-scene reconstruction relies on data-driven priors and joint optimization with no physics in the loop, or recovers noisy geometry with artifacts that cause motion tracking policies with scene interactions to fail. In contrast, our key insight is to recover convex, clean, and simulation-ready geometry by fitting planar primitives to a point cloud reconstruction of the scene, via a simple clustering pipeline over depth, normals, and flow. To reconstruct scene geometry that might be occluded during interactions, we make use of human-scene contact modeling (e.g., we use human posture to reconstruct the occluded seat of a chair). Finally, we ensure that human and scene reconstructions are physically-plausible by using them to drive a humanoid controller via reinforcement learning. Our approach reduces motion tracking failure rates from 55.2\% to 6.9\% on human-centric video benchmarks (EMDB, PROX), while delivering a 43\% faster RL simulation throughput. We further validate it on in-the-wild videos including casually-captured videos, Internet videos, and even Sora-generated videos. This demonstrates CRISP's ability to generate physically-valid human motion and interaction environments at scale, greatly advancing real-to-sim applications for robotics and AR/VR.

cs.CV↗

Flow3r: Factored Flow Prediction for Scalable Visual Geometry Learning

Current feed-forward 3D/4D reconstruction systems rely on dense geometry and pose supervision -- expensive to obtain at scale and particularly scarce for dynamic real-world scenes. We present Flow3r, a framework that augments visual geometry learning with dense 2D correspondences (`flow') as supervision, enabling scalable training from unlabeled monocular videos. Our key insight is that the flow prediction module should be factored: predicting flow between two images using geometry latents from one and pose latents from the other. This factorization directly guides the learning of both scene geometry and camera motion, and naturally extends to dynamic scenes. In controlled experiments, we show that factored flow prediction outperforms alternative designs and that performance scales consistently with unlabeled data. Integrating factored flow into existing visual geometry architectures and training with ${\sim}800$K unlabeled videos, Flow3r achieves state-of-the-art results across eight benchmarks spanning static and dynamic scenes, with its largest gains on in-the-wild dynamic videos where labeled data is most scarce.

cs.CV↗

LightSwitch: Multi-view Relighting with Material-guided Diffusion

Recent approaches for 3D relighting have shown promise in integrating 2D image relighting generative priors to alter the appearance of a 3D representation while preserving the underlying structure. Nevertheless, generative priors used for 2D relighting that directly relight from an input image do not take advantage of intrinsic properties of the subject that can be inferred or cannot consider multi-view data at scale, leading to subpar relighting. In this paper, we propose Lightswitch, a novel finetuned material-relighting diffusion framework that efficiently relights an arbitrary number of input images to a target lighting condition while incorporating cues from inferred intrinsic properties. By using multi-view and material information cues together with a scalable denoising scheme, our method consistently and efficiently relights dense multi-view data of objects with diverse material compositions. We show that our 2D relighting prediction quality exceeds previous state-of-the-art relighting priors that directly relight from images. We further demonstrate that LightSwitch matches or outperforms state-of-the-art diffusion inverse rendering methods in relighting synthetic and real objects in as little as 2 minutes.

cs.CV↗

Accenture-NVS1: A Novel View Synthesis Dataset

This paper introduces ACC-NVS1, a specialized dataset designed for research on Novel View Synthesis specifically for airborne and ground imagery. Data for ACC-NVS1 was collected in Austin, TX and Pittsburgh, PA in 2023 and 2024. The collection encompasses six diverse real-world scenes captured from both airborne and ground cameras, resulting in a total of 148,000 images. ACC-NVS1 addresses challenges such as varying altitudes and transient objects. This dataset is intended to supplement existing datasets, providing additional resources for comprehensive research, rather than serving as a benchmark.

cs.CV↗