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Stan Birchfield

Publications and source records attributed to Stan Birchfield.

At least 19 recordsLinked to original sources

Hydra-0: Action Flow for Generalist World Modeling and Control

We introduce Hydra-0, a generalist world model conditioned on action flow, which represents robot actions as pixel motion. This shared visual interface enables generalist world modeling and control by learning action consequences across embodiments, tasks, environments, and video-generation backbones. Our best configuration achieves 90.4% lower robot-motion error and 60.2% lower object-motion error than our action-conditioned baseline, while supporting zero-shot composition and data-efficient adaptation. On the RoboLab benchmark, Hydra-0 achieves a Pearson correlation of r=0.96 between replayed and reference success rates. Finally, we uncover an emergent inverse mode of this interface: a world action model that predicts compatible robot motion from desired object flow transferred from a human demonstration. A trained action head maps the resulting latent features to executable actions without requiring task-specific expert robot demonstrations. Together, these results demonstrate the potential of action flow as a shared control interface connecting heterogeneous training data, open-loop policy evaluation, and robot control.

cs.RO

PROBE: Manipulation-Grounded Visual Question Answering with VLM Agents

Vision-language Models (VLMs) excel at 2D grounding, spatial reasoning and agentic tool-based planning in static scenes. However, consider asking a home robot "Is my medication still in the cabinet?" The answer may be physically hidden behind a row of containers that must first be moved aside. Answering such questions in real-world cluttered environments requires reasoning in dynamic scenes: distractors must be manipulated to reveal occluded objects, and each action changes the scene the model must reason over. We formalize this setting as Manipulation-Grounded Visual Question Answering (MG-VQA) and introduce PROBE, a framework for benchmarking and finetuning VLM agents on such tasks. We first develop PROBE-Sim, a high-fidelity tabletop simulator with everyday objects and a robot manipulator equipped with grasping and pushing tools. PROBE-Sim is used to create PROBE-Bench: an evaluation suite of 150 tasks across 6 question types on cluttered tabletop scenes, where a VLM perceives, picks up or pushes objects before answering. We observe consistent trend across all frontier VLMs: agentic tool-based methods outperform their perception-only baselines (8.0% on average) across all task types. We further design PROBE-Agent, a finetuning recipe to distill successful trajectories from a powerful teacher foundation model to a smaller open-weight model using a mixed data recipe that encourages manipulation-efficient question answering. PROBE Agent finetuned models outperform their off-the-shelf agent baseline (11.5% on average) and demonstrate positive transfer to unseen objects and a held-out task. We validate sim-to-real transfer by deploying PROBE-Agent finetuned policies in real-world tabletop environments.

cs.CV

Vesta: A Generalist Embodied Reasoning Model

Robots operating in open-world environments must seamlessly integrate localization, spatial reasoning, navigation, and long-horizon planning. While specialist models excel at individual tasks, deploying a multi-model stack is computationally expensive and prone to cascading errors. We present Vesta, a unified embodied generalist that consolidates these capabilities into a single foundation model. Our approach combines a diverse and massive curated corpus designed to induce spatial grounding and a simple multimodal memory harness that enables reasoning over extended time horizons. Across diverse benchmarks, Vesta on average beats individual SOTA baselines by >$20\%$ and beats an ensemble of per-category-best baselines by $>10\%$ -- thus demonstrating that a generalist model can match or exceed specialists. On real-world robotic tasks requiring memory and reasoning, Vesta improves task success by >35\%. Our work thus demonstrates that a single generalist is a feasible, scalable, and arguably preferable alternative to combining specialists.

cs.RO

See What I See, Know What I Think: Dense Latent Communication Across Heterogeneous Agents

Multi-agent systems communicate mostly through text, paying a lossy and expensive decode and re-encode cost. KV-cache communication is a promising alternative, yet most prior work is homogeneous, using duplicate copies of the same model, and avoids the central challenge of cross-model latent alignment; existing heterogeneous methods are also restrictive, typically assuming shared input and using transferred caches mainly for steering. We study a more fundamental question: can heterogeneous agents be aligned well enough to perform real "mind reading" and transfer both what one agent sees and how it thinks? Our information-structure analysis reveals a duality: context-aware transfer is driven by sparse reasoning signals, while context-unaware transfer, where the receiver sees no input, requires dense contextual knowledge preservation. Motivated by this, we propose dense alignment for heterogeneous KV-cache communication via a lightweight cross-model cache transformation and two-phase training: reconstruction followed by generation. Across all six directions of {Qwen3-4B, 8B, 14B} and six in-domain and out-of-domain benchmarks, our method outperforms prior heterogeneous baselines, matches or exceeds text communication in context-aware settings at roughly 2 to 3 times lower compute, and remains effective in context-unaware transfer where prior methods collapse.

cs.MA

VoLo: A Physical Orchestrator for Open-Vocabulary Long-Horizon Manipulation

Open-vocabulary long-horizon manipulation requires robots to reason over flexible instructions and complex multi-object scenes while adaptively planning, executing, monitoring, and recovering from failures. We address these demands with a closed agent loop in which a VLM orchestrates heterogeneous robot capabilities as interruptible tools. Unlike in virtual AI agents, the timing of decisions, actions and tool calls is important in a physical world that does not pause for reasoning. We refer to this setting as Physical Orchestration, and propose VoLoAgent, a VLM that plans, monitors, and recovers by treating a VLA/WAM as an interruptible tool it steers mid-rollout alongside vision models and action primitives. To evaluate these long-horizon capabilities, we introduce RoboVoLo, a high-fidelity benchmark for open-vocabulary long-horizon manipulation across common sense, memory/state tracking, complex references, and world knowledge, with both task-level success and failure-mode diagnostics. Experiments show VoLoAgent substantially outperforms single VLA/VLM or tool-based systems, with validation on real-robot experiments. Project page: https://chicychen.github.io/VoLo/

cs.RO

GraspGen-X: Cross-Embodiment 6-DOF Diffusion-based Grasping

We study cross-embodiment 6-DOF robot grasping. Unlike prior works, we require the model not only to generalize to novel objects / scenes but also to novel gripper morphologies and physical grasping processes. Our method extends diffusion model based generative 6-DOF grasping models to condition on the additional gripper's representation. We propose a swept-volume heuristic for encoding the gripper. We train our cross-embodiment model with procedural grippers and a large-scale dataset of 2 Billion grasps. In simulation experiments, our model has the best zero-shot generalization to novel real-world grippers and objects over baseline methods. Our model also serves as a good initialization for fine-tuning to adapt to novel grippers. In ablations, we demonstrate the efficiency of our sweep-volume gripper representation and our procedural gripper training dataset. Last, we show zero-shot generalization to real-world novel grippers for 6-DOF grasping, surpassing baselines in cross-embodiment generalization.

cs.RO

RoboLab: A High-Fidelity Simulation Benchmark for Analysis of Task Generalist Policies

The pursuit of general-purpose robotics has yielded impressive foundation models, yet simulation-based benchmarking remains a bottleneck due to rapid performance saturation and a lack of true generalization testing. Existing benchmarks often exhibit significant domain overlap between training and evaluation, trivializing success rates and obscuring insights into robustness. We introduce RoboLab, a simulation benchmarking framework designed to address these challenges. Concretely, our framework is designed to answer two questions: (1) to what extent can we understand the performance of a real-world policy by analyzing its behavior in simulation, and (2) which factor most strongly affect policy behavior. First, RoboLab enables human-authored and LLM-enabled generation of scenes and tasks in a robot- and policy-agnostic manner within a high-fidelity simulation environment. We introduce an accompanying RoboLab-120 benchmark, consisting of 120 tasks categorized into three competency axes: visual, procedural, relational, across three difficulty levels. Second, we introduce a systematic analysis of real-world policies that quantify both their performance and the sensitivity of their behavior to controlled perturbations, exposing significant performance gap in current state-of-the-art models. By providing granular metrics and a scalable toolset, RoboLab offers a scalable framework for evaluating the true generalization capabilities of task-generalist robotic policies. Project website: https://research.nvidia.com/labs/srl/projects/robolab/.

cs.RO

cuRoboV2: Dynamics-Aware Motion Generation with Depth-Fused Distance Fields for High-DoF Robots

Effective robot autonomy requires motion generation that is safe, feasible, and reactive. Current methods are fragmented: fast planners output physically unexecutable trajectories, reactive controllers struggle with high-fidelity perception, and existing solvers fail on high-DoF systems. We present cuRoboV2, a unified framework with three key innovations: (1) B-spline trajectory optimization that enforces smoothness and torque limits; (2) a GPU-native TSDF/ESDF perception pipeline that generates dense signed distance fields covering the full workspace, unlike existing methods that only provide distances within sparsely allocated blocks, up to 10x faster and in 8x less memory than the state-of-the-art at manipulation scale, with up to 99% collision recall; and (3) scalable GPU-native whole-body computation, namely topology-aware kinematics, differentiable inverse dynamics, and map-reduce self-collision, that achieves up to 61x speedup while also extending to high-DoF humanoids (where previous GPU implementations fail). On benchmarks, cuRoboV2 achieves 99.7% success under 3kg payload (where baselines achieve only 72--77%), 99.6% collision-free IK on a 48-DoF humanoid (where prior methods fail entirely), and 89.5% retargeting constraint satisfaction (vs. 61% for PyRoki); these collision-free motions yield locomotion policies with 21% lower tracking error than PyRoki and 12x lower cross-seed variance than GMR. A ground-up codebase redesign for discoverability enabled LLM coding assistants to author up to 73% of new modules, including hand-optimized CUDA kernels, demonstrating that well-structured robotics code can unlock productive human-LLM collaboration. Together, these advances provide a unified, dynamics-aware motion generation stack that scales from single-arm manipulators to full humanoids. Code is available at https://github.com/NVlabs/curobo.

cs.RO

CARI4D: Category Agnostic 4D Reconstruction of Human-Object Interaction

Accurate capture of human-object interaction from ubiquitous sensors like RGB cameras is important for applications in human understanding, gaming, and robot learning. However, inferring 4D interactions from a single RGB view is highly challenging due to the unknown object and human information, depth ambiguity, occlusion, and complex motion, which hinder consistent 3D and temporal reconstruction. Previous methods simplify the setup by assuming ground truth object template or constraining to a limited set of object categories. We present CARI4D, the first category-agnostic method that reconstructs spatially and temporarily consistent 4D human-object interaction at metric scale from monocular RGB videos. To this end, we propose a pose hypothesis selection algorithm that robustly integrates the individual predictions from foundation models, jointly refine them through a learned render-and-compare paradigm to ensure spatial, temporal and pixel alignment, and finally reasoning about intricate contacts for further refinement satisfying physical constraints. Experiments show that our method outperforms prior art by 38% on in-distribution dataset and 36% on unseen dataset in terms of reconstruction error. Our model generalizes beyond the training categories and thus can be applied zero-shot to in-the-wild internet videos. Our code and pretrained models will be publicly released.

cs.CV

Fast-FoundationStereo: Real-Time Zero-Shot Stereo Matching

Stereo foundation models achieve strong zero-shot generalization but remain computationally prohibitive for real-time applications. Efficient stereo architectures, on the other hand, sacrifice robustness for speed and require costly per-domain fine-tuning. To bridge this gap, we present Fast-FoundationStereo, a family of architectures that achieve, for the first time, strong zero-shot generalization at real-time frame rate. We employ a divide-and-conquer acceleration strategy with three components: (1) knowledge distillation to compress the hybrid backbone into a single efficient student; (2) blockwise neural architecture search for automatically discovering optimal cost filtering designs under latency budgets, reducing search complexity exponentially; and (3) structured pruning for eliminating redundancy in the iterative refinement module. Furthermore, we introduce an automatic pseudo-labeling pipeline used to curate 1.4M in-the-wild stereo pairs to supplement synthetic training data and facilitate knowledge distillation. The resulting model can run over 10x faster than FoundationStereo while closely matching its zero-shot accuracy, thus establishing a new state-of-the-art among real-time methods. Project page: https://nvlabs.github.io/Fast-FoundationStereo/

cs.CV

SpaceTools: Tool-Augmented Spatial Reasoning via Double Interactive RL

Vision Language Models (VLMs) demonstrate strong qualitative visual understanding, but struggle with metrically precise spatial reasoning required for embodied applications. The agentic paradigm promises that VLMs can use a wide variety of tools that could augment these capabilities, such as depth estimators, segmentation models, and pose estimators. Yet it remains an open challenge how to realize this vision without solely relying on handcrafted prompting strategies or enforcing fixed, predefined tool pipelines that limit VLMs' ability to discover optimal tool-use patterns. Reinforcement Learning could overcome this gap, but has so far been limited to reasoning with a single visual tool due to the large search space in multi-tool reasoning. We introduce Double Interactive Reinforcement Learning (DIRL), a two-phase training framework where VLMs learn to coordinate multiple tools through interactive exploration and feedback. In the teaching phase, we combine demonstrations from a single tool specialist trained via interactive RL with traces from a frontier model using all tools. In the exploration phase, the model further refines multi-tool coordination through continued RL. Our model, SpaceTools, with tool-augmented spatial reasoning ability, achieves state-of-the-art performance on spatial understanding benchmarks (RoboSpatial-Home, BLINK, BOP-ASK) and demonstrates reliable real-world manipulation using a 7-DOF robot as a tool. DIRL provides substantial improvements over the vanilla SFT (+12% on RoboSpatial) and RL (+16% on RoboSpatial) baselines. Project page: https://spacetools.github.io/.

cs.CV

BOP-ASK: Object-Interaction Reasoning for Vision-Language Models

Vision Language Models (VLMs) have achieved impressive performance on spatial reasoning benchmarks, yet these evaluations mask critical weaknesses in understanding object interactions. Current benchmarks test high level relationships ('left of,' 'behind', etc.) but ignore fine-grained spatial understanding needed for real world applications: precise 3D localization, physical compatibility between objects, object affordances and multi step spatial planning. In this work, we present BOP-ASK, a novel large scale dataset for object interaction reasoning for both training and benchmarking. Our data generation pipeline leverages 6D object poses from the Benchmark for Object Pose Estimation (BOP) datasets from which we derive fine grained annotations such as grasp poses, referred object poses, path planning trajectories, relative spatial and depth relationships, and object-to-object relationships. BOP-ASK comprises over 150k images and 33M question answer pairs spanning six tasks (four novel), providing a rich resource for training and evaluating VLMs. We evaluate proprietary and open sourced VLMs, and conduct human evaluations on BOP-ASK-core, a contributed test benchmark. We also release BOP-ASK-lab, an out-of-distribution benchmark with images not sourced from BOP, enabling testing of generalization. Our experiments demonstrate that models trained on BOP-ASK outperform baselines and exhibit emergent capabilities such as precise object and grasp pose estimation, trajectory planning, and fine-grained object-centric spatial reasoning in cluttered environments.

cs.CV

Robot Policy Evaluation for Sim-to-Real Transfer: A Benchmarking Perspective

Current vision-based robotics simulation benchmarks have significantly advanced robotic manipulation research. However, robotics is fundamentally a real-world problem, and evaluation for real-world applications has lagged behind in evaluating generalist policies. In this paper, we discuss challenges and desiderata in designing benchmarks for generalist robotic manipulation policies for the goal of sim-to-real policy transfer. We propose 1) utilizing high visual-fidelity simulation for improved sim-to-real transfer, 2) evaluating policies by systematically increasing task complexity and scenario perturbation to assess robustness, and 3) quantifying performance alignment between real-world performance and its simulation counterparts.

cs.RO

GraspGen: A Diffusion-based Framework for 6-DOF Grasping with On-Generator Training

Grasping is a fundamental robot skill, yet despite significant research advancements, learning-based 6-DOF grasping approaches are still not turnkey and struggle to generalize across different embodiments and in-the-wild settings. We build upon the recent success on modeling the object-centric grasp generation process as an iterative diffusion process. Our proposed framework, GraspGen, consists of a DiffusionTransformer architecture that enhances grasp generation, paired with an efficient discriminator to score and filter sampled grasps. We introduce a novel and performant on-generator training recipe for the discriminator. To scale GraspGen to both objects and grippers, we release a new simulated dataset consisting of over 53 million grasps. We demonstrate that GraspGen outperforms prior methods in simulations with singulated objects across different grippers, achieves state-of-the-art performance on the FetchBench grasping benchmark, and performs well on a real robot with noisy visual observations.

cs.RO

3D-Generalist: Self-Improving Vision-Language-Action Models for Crafting 3D Worlds

Despite large-scale pretraining endowing models with language and vision reasoning capabilities, improving their spatial reasoning capability remains challenging due to the lack of data grounded in the 3D world. While it is possible for humans to manually create immersive and interactive worlds through 3D graphics, as seen in applications such as VR, gaming, and robotics, this process remains highly labor-intensive. In this paper, we propose a scalable method for generating high-quality 3D environments that can serve as training data for foundation models. We recast 3D environment building as a sequential decision-making problem, employing Vision-Language-Models (VLMs) as policies that output actions to jointly craft a 3D environment's layout, materials, lighting, and assets. Our proposed framework, 3D-Generalist, trains VLMs to generate more prompt-aligned 3D environments via self-improvement fine-tuning. We demonstrate the effectiveness of 3D-Generalist and the proposed training strategy in generating simulation-ready 3D environments. Furthermore, we demonstrate its quality and scalability in synthetic data generation by pretraining a vision foundation model on the generated data. After fine-tuning the pre-trained model on downstream tasks, we show that it surpasses models pre-trained on meticulously human-crafted synthetic data and approaches results achieved with real data orders of magnitude larger.

cs.GR

RaySt3R: Predicting Novel Depth Maps for Zero-Shot Object Completion

3D shape completion has broad applications in robotics, digital twin reconstruction, and extended reality (XR). Although recent advances in 3D object and scene completion have achieved impressive results, existing methods lack 3D consistency, are computationally expensive, and struggle to capture sharp object boundaries. Our work (RaySt3R) addresses these limitations by recasting 3D shape completion as a novel view synthesis problem. Specifically, given a single RGB-D image and a novel viewpoint (encoded as a collection of query rays), we train a feedforward transformer to predict depth maps, object masks, and per-pixel confidence scores for those query rays. RaySt3R fuses these predictions across multiple query views to reconstruct complete 3D shapes. We evaluate RaySt3R on synthetic and real-world datasets, and observe it achieves state-of-the-art performance, outperforming the baselines on all datasets by up to 44% in 3D chamfer distance. Project page: https://rayst3r.github.io

cs.CV

OG-VLA: Orthographic Image Generation for 3D-Aware Vision-Language Action Model

We introduce OG-VLA, a novel architecture and learning framework that combines the generalization strengths of Vision Language Action models (VLAs) with the robustness of 3D-aware policies. We address the challenge of mapping natural language instructions and one or more RGBD observations to quasi-static robot actions. 3D-aware robot policies achieve state-of-the-art performance on precise robot manipulation tasks, but struggle with generalization to unseen instructions, scenes, and objects. On the other hand, VLAs excel at generalizing across instructions and scenes, but can be sensitive to camera and robot pose variations. We leverage prior knowledge embedded in language and vision foundation models to improve generalization of 3D-aware keyframe policies. OG-VLA unprojects input observations from diverse views into a point cloud which is then rendered from canonical orthographic views, ensuring input view invariance and consistency between input and output spaces. These canonical views are processed with a vision backbone, a Large Language Model (LLM), and an image diffusion model to generate images that encode the next position and orientation of the end-effector on the input scene. Evaluations on the Arnold and Colosseum benchmarks demonstrate state-of-the-art generalization to unseen environments, with over 40% relative improvements while maintaining robust performance in seen settings. We also show real-world adaption in 3 to 5 demonstrations along with strong generalization. Videos and resources at https://og-vla.github.io/

cs.RO

BOP Challenge 2024 on Model-Based and Model-Free 6D Object Pose Estimation

We present the evaluation methodology, datasets and results of the BOP Challenge 2024, the 6th in a series of public competitions organized to capture the state of the art in 6D object pose estimation and related tasks. In 2024, our goal was to transition BOP from lab-like setups to real-world scenarios. First, we introduced new model-free tasks, where no 3D object models are available and methods need to onboard objects just from provided reference videos. Second, we defined a new, more practical 6D object detection task where identities of objects visible in a test image are not provided as input. Third, we introduced new BOP-H3 datasets recorded with high-resolution sensors and AR/VR headsets, closely resembling real-world scenarios. BOP-H3 include 3D models and onboarding videos to support both model-based and model-free tasks. Participants competed on seven challenge tracks. Notably, the best 2024 method for model-based 6D localization of unseen objects (FreeZeV2.1) achieves 22% higher accuracy on BOP-Classic-Core than the best 2023 method (GenFlow), and is only 4% behind the best 2023 method for seen objects (GPose2023) although being significantly slower (24.9 vs 2.7s per image). A more practical 2024 method for this task is Co-op which takes only 0.8s per image and is 13% more accurate than GenFlow. Methods have similar rankings on 6D detection as on 6D localization but higher run time. On model-based 2D detection of unseen objects, the best 2024 method (MUSE) achieves 21--29% relative improvement compared to the best 2023 method (CNOS). However, the 2D detection accuracy for unseen objects is still -35% behind the accuracy for seen objects (GDet2023), and the 2D detection stage is consequently the main bottleneck of existing pipelines for 6D localization/detection of unseen objects. The online evaluation system stays open and is available at http://bop.felk.cvut.cz/

cs.CV