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Wei Zhan

Publications and source records attributed to Wei Zhan.

At least 19 recordsLinked to original sources

AdaDexGrasp: Adaptive Dexterous Grasping via 3D Visuo-Tactile Representation Fusion

Humans achieve stable and adaptive grasps by seamlessly integrating visual perception and tactile feedback, a capability that remains challenging to replicate in robotic systems. Existing robotic grasping approaches predominantly rely on visual inputs and lack mechanisms for tactile-guided adaptation after contact, limiting robustness and generalization. To address this challenge, we propose a unified visuo-tactile-fusion grasping framework that integrates grasp generation, feasibility prediction, and adaptive refinement. At its core, our method introduces an efficient visuo-tactile representation that tightly fuses object geometry with tactile feedback by associating tactile signals with finger identities. This unified representation supports contact-aware grasp pose generation during planning and tactile-guided refinement after contact, enabling the system to reason about fine-grained finger-object interactions and adjust grasps dynamically. Comprehensive experiments in both simulation and real-world environments demonstrate that our approach significantly enhances grasp success rates and generalization across diverse objects.

cs.RO

TerraZero: Procedural Driving Simulation for Zero-Demonstration Self-Play at Scale

Training robust autonomous driving agents requires a simulator fast enough for reinforcement learning at scale, realistic enough to ground behavior in real-world map structure, and diverse enough to cover the safety-critical long tail that logged data rarely contains. We present TerraZero, a procedural driving simulator and self-play training stack that meets these goals. A configurable C engine runs simulation on the CPU and policy inference on the GPU over a zero-copy path, sustaining 1.3M agent-steps per second on a single server-grade GPU, far faster than existing object-level simulators, while keeping fidelity lighter single-agent systems omit: heterogeneous agents, multiple dynamics models, and full traffic-rule enforcement. TerraZero uses logged data only as a source of real-world map geometry, populating each map with randomized rule-based road users and signal controllers and randomizing agent dynamics, rewards, and sizes per episode, so one map yields an effectively unbounded set of scenarios. Every reported policy trains from scratch by reinforcement learning alone, with zero human demonstrations, no imitation, no logged trajectories, and no fallback planner at inference, on a compute-efficient self-play recipe scaled across GPUs. The policies generalize zero-shot across cities and datasets, including emergent left-hand-traffic driving without explicit supervision. As an ego policy, a single checkpoint is, to our knowledge, the first fully learned policy to top both val14 and the interactive long-tail InterPlan suite. On Waymo Open Sim Agents realism the same recipe outperforms other demonstration-free methods and is competitive with the strongest reference-anchored self-play method. One stack serves both roles: state-of-the-art demonstration-free driving policies across dynamics for cars and trucks, and sim agents that jointly control vehicles, pedestrians, and cyclists.

cs.LG

TerraTransfer: Learning End-to-End Driving Policies Without Expert Demonstrations

End-to-end autonomous driving has achieved state-of-the-art performance on benchmarks and real-world deployments. Its standard training recipe, however, is expensive across all stages: collecting and labeling millions of driving frames is costly, and closed-loop RL on images is bottlenecked by the per-step cost of photorealistic rendering plus a forward pass through a large vision backbone. Self-play in vectorized simulators changes the economics: millions of rollout steps per second, and a state distribution naturally rich in collisions, near-misses, and recoveries that no driving log contains. Our approach exploits this asymmetry by decoupling learning to drive from learning to see. We pretrain a single policy by self-play, then align its latent space with a pretrained vision backbone, through the action KL divergence and a batch-relational low-rank structural loss. The action target comes from the self-play policy, so alignment never supervises against a logged trajectory: a paired dataset of (image, scene-state) frames suffices, with no need for the curated expert demonstrations that imitation pretraining is built on. On photorealistic 3D Gaussian splatting closed-loop scenarios, the resulting end-to-end policy matches or exceeds prior end-to-end methods.

cs.CV

T-Rex: Tactile-Reactive Dexterous Manipulation

The ability to react dynamically to tactile signals has long been considered crucial to agile human-level dexterity. Yet contemporary learning-based Vision-Language-Action (VLA) models for robotic manipulation generally either overlook the tactile modality or are limited to encoders with static cues, due in part to the scarcity of diverse training data and standardized evaluation, architectural constraints in current VLA models, and limitations of static tactile encoders. In this paper, we push the frontier of tactile-reactive manipulation by addressing all of these limitations. We propose a large-scale, 100-hour tactile-rich dataset collected via a novel, data-efficient recipe that prioritizes elementary motor primitives. To effectively exploit naturally high-frequency touch signals without sacrificing the existing capabilities of existing VLAs, we introduce a variable-rate Mixture-of-Transformers (MoT) architecture equipped with a novel temporal tactile VQ-VAE encoder. We demonstrate the effectiveness of tactile-reactive policies on 12 manipulation tasks requiring delicate force control and deformable object manipulation, achieving over 30% higher average success rate than the strongest baseline.

cs.RO

Teaching Video Generators to Remember: Eliciting Dynamic Memory for Out-of-Sight State Evolution

Video world models should maintain evolving states when evidence is unobserved, yet current generators often freeze hidden states upon interruption. This is not simply a capacity problem: pretrained video diffusion transformers already possess KV-cache mechanisms capable of non-local retrieval, but they are rarely trained to use them as dynamic memory. We introduce ReMind, a framework eliciting dynamic memory behavior via memory-oriented data, event-aware training, and cache adaptation. Organized around a taxonomy of 100+ dynamic events, we build a camera-annotated training mixture combining VLM-filtered real videos, generated hard dynamics, synthetic camera loops, and memory-interruption augmentations. Each clip is converted into a frame graph with protected anchors, degraded intervals, and explicit temporal gaps. A node-structured curriculum -- including node-drop, noisy memory, frontier continuation, and reference-cache training -- forces the model to retrieve relevant past states across interruptions rather than relying solely on local continuity. PM-RoPE, an elegant camera-phase RoPE extension, unlocks spatiotemporal retrieval at a single-attention cost while preserving pretrained pathways. ReMind achieves the best overall scores on STEVO-Bench and recovery tasks. Furthermore, general image-to-video evaluations confirm this curriculum avoids catastrophic forgetting. We have released our code, data, and models on our project page \href{https://remind-applied.github.io/}{https://remind-applied.github.io/}.

cs.CV

LaMo: Self-Supervised Latent Motion Priors for Physical Realism in Video Generation

Modern video generators produce visually compelling clips but still struggle with physical and motion consistency, limiting their use as reliable world simulators. Existing remedies often rely on external simulators, teacher models, or curated physics-focused data. We explore a complementary self-supervised direction: extracting motion cues from the unlabeled videos already used to train video diffusion models. We propose LaMo, which formulates a latent motion prior over frame-to-frame latent changes conditioned on the current latent and prompt. This prior is exposed through two lightweight readouts: a macro motion drift used during training as a Motion Drift Loss, and a learned micro motion field used during sampling as Motion Prior Guidance. Both components are plug-and-play with existing video diffusion backbones, requiring no architectural or I/O changes. On VideoPhy and VideoPhy2, LaMo improves CogVideoX backbones and outperforms recent physics-aware baselines that use external supervision. On VBench, it preserves overall generation quality while improving motion-related dimensions. These results suggest that unlabeled video contains useful motion supervision for improving physical fidelity in modern video diffusion models.

cs.CV

URoPE: Universal Relative Position Embedding across Geometric Spaces

Relative position embedding has become a standard mechanism for encoding positional information in Transformers. However, existing formulations are typically limited to a fixed geometric space, namely 1D sequences or regular 2D/3D grids, which restricts their applicability to many computer vision tasks that require geometric reasoning across camera views or between 2D and 3D spaces. To address this limitation, we propose URoPE, a universal extension of Rotary Position Embedding (RoPE) to cross-view or cross-dimensional geometric spaces. For each key/value image patch, URoPE samples 3D points along the corresponding camera ray at predefined depth anchors and projects them into the query image plane. Standard 2D RoPE can then be applied using the projected pixel coordinates. URoPE is a parameter-free and intrinsics-aware relative position embedding that is invariant to the choice of global coordinate systems, while remaining fully compatible with existing RoPE-optimized attention kernels. We evaluate URoPE as a plug-in positional encoding for transformer architectures across a diverse set of tasks, including novel view synthesis, 3D object detection, object tracking, and depth estimation, covering 2D-2D, 2D-3D, and temporal scenarios. Experiments show that URoPE consistently improves the performance of transformer-based models across all tasks, demonstrating its effectiveness and generality for geometric reasoning. Our code is available on our project website: https://urope-pe.github.io/.

cs.CV

LMGenDrive: Bridging Multimodal Understanding and Generative World Modeling for End-to-End Driving

Recent years have seen remarkable progress in autonomous driving, yet generalization to long-tail and open-world scenarios remains a major bottleneck for large-scale deployment. To address this challenge, some works use LLMs and VLMs for vision-language understanding and reasoning, enabling vehicles to interpret rare and safety-critical situations when generating actions. Others study generative world models to capture the spatio-temporal evolution of driving scenes, allowing agents to imagine possible futures before acting. Inspired by human intelligence, which unifies understanding and imagination, we explore a unified model for autonomous driving. We present LMGenDrive, the first framework that combines LLM-based multimodal understanding with generative world models for end-to-end closed-loop driving. Given multi-view camera inputs and natural-language instructions, LMGenDrive generates both future driving videos and control signals. This design provides complementary benefits: video prediction improves spatio-temporal scene modeling, while the LLM contributes strong semantic priors and instruction grounding from large-scale pretraining. We further propose a progressive three-stage training strategy, from vision pretraining to multi-step long-horizon driving, to improve stability and performance. LMGenDrive supports both low-latency online planning and autoregressive offline video generation. Experiments show that it significantly outperforms prior methods on challenging closed-loop benchmarks, with clear gains in instruction following, spatio-temporal understanding, and robustness to rare scenarios. These results suggest that unifying multimodal understanding and generation is a promising direction for more generalizable and robust embodied decision-making systems.

cs.CV

SpectralSplat: Appearance-Disentangled Feed-Forward Gaussian Splatting for Driving Scenes

Feed-forward 3D Gaussian Splatting methods have achieved impressive reconstruction quality for autonomous driving scenes, yet they entangle scene geometry with transient appearance properties such as lighting, weather, and time of day. This coupling prevents relighting, appearance transfer, and consistent rendering across multi-traversal data captured under varying environmental conditions. We present SpectralSplat, a method that disentangles appearance from geometry within a feed-forward Gaussian Splatting framework. Our key insight is to factor color prediction into an appearance-agnostic base stream and and appearance-conditioned adapted stream, both produced by a shared MLP conditioned on a global appearance embedding derived from DINOv2 features. To enforce disentanglement, we train with paired observations generated by a hybrid relighting pipeline that combines physics-based intrinsic decomposition with diffusion based generative refinement, and supervise with complementary consistency, reconstruction, cross-appearance, and base color losses. We further introduce an appearance-adaptable temporal history that stores appearance-agnostic features, enabling accumulated Gaussians to be re-rendered under arbitrary target appearances. Experiments demonstrate that SpectralSplat preserves the reconstruction quality of the underlying backbone while enabling controllable appearance transfer and temporally consistent relighting across driving sequences.

cs.CV

UniQueR: Unified Query-based Feedforward 3D Reconstruction

We present UniQueR, a unified query-based feedforward framework for efficient and accurate 3D reconstruction from unposed images. Existing feedforward models such as DUSt3R, VGGT, and AnySplat typically predict per-pixel point maps or pixel-aligned Gaussians, which remain fundamentally 2.5D and limited to visible surfaces. In contrast, UniQueR formulates reconstruction as a sparse 3D query inference problem. Our model learns a compact set of 3D anchor points that act as explicit geometric queries, enabling the network to infer scene structure, including geometry in occluded regions--in a single forward pass. Each query encodes spatial and appearance priors directly in global 3D space (instead of per-frame camera space) and spawns a set of 3D Gaussians for differentiable rendering. By leveraging unified query interactions across multi-view features and a decoupled cross-attention design, UniQueR achieves strong geometric expressiveness while substantially reducing memory and computational cost. Experiments on Mip-NeRF 360 and VR-NeRF demonstrate that UniQueR surpasses state-of-the-art feedforward methods in both rendering quality and geometric accuracy, using an order of magnitude fewer primitives than dense alternatives.

cs.CV

Learning to Drive is a Free Gift: Large-Scale Label-Free Autonomy Pretraining from Unposed In-The-Wild Videos

Ego-centric driving videos available online provide an abundant source of visual data for autonomous driving, yet their lack of annotations makes it difficult to learn representations that capture both semantic structure and 3D geometry. Recent advances in large feedforward spatial models demonstrate that point maps and ego-motion can be inferred in a single forward pass, suggesting a promising direction for scalable driving perception. We therefore propose a label-free, teacher-guided framework for learning autonomous driving representations directly from unposed videos. Unlike prior self-supervised approaches that focus primarily on frame-to-frame consistency, we posit that safe and reactive driving depends critically on temporal context. To this end, we leverage a feedforward architecture equipped with a lightweight autoregressive module, trained using multi-modal supervisory signals that guide the model to jointly predict current and future point maps, camera poses, semantic segmentation, and motion masks. Multi-modal teachers provide sequence-level pseudo-supervision, enabling LFG to learn a unified pseudo-4D representation from raw YouTube videos without poses, labels, or LiDAR. The resulting encoder not only transfers effectively to downstream autonomous driving planning on the NAVSIM benchmark, surpassing multi-camera and LiDAR baselines with only a single monocular camera, but also yields strong performance when evaluated on a range of semantic, geometric, and qualitative motion prediction tasks. These geometry and motion-aware features position LFG as a compelling video-centric foundation model for autonomous driving.

cs.CV

RAYNOVA: Scale-Temporal Autoregressive World Modeling in Ray Space

World foundation models aim to simulate the evolution of the real world with physically plausible behavior. Unlike prior methods that handle spatial and temporal correlations separately, we propose RAYNOVA, a geometry-agonistic multiview world model for driving scenarios that employs a dual-causal autoregressive framework. It follows both scale-wise and temporal topological orders in the autoregressive process, and leverages global attention for unified 4D spatio-temporal reasoning. Different from existing works that impose strong 3D geometric priors, RAYNOVA constructs an isotropic spatio-temporal representation across views, frames, and scales based on relative Pl\"ucker-ray positional encoding, enabling robust generalization to diverse camera setups and ego motions. We further introduce a recurrent training paradigm to alleviate distribution drift in long-horizon video generation. RAYNOVA achieves state-of-the-art multi-view video generation results on nuScenes, while offering higher throughput and strong controllability under diverse input conditions, generalizing to novel views and camera configurations without explicit 3D scene representation. Our code will be released at https://raynova-ai.github.io/.

cs.CV

NoRD: A Data-Efficient Vision-Language-Action Model that Drives without Reasoning

Vision-Language-Action (VLA) models are advancing autonomous driving by replacing modular pipelines with unified end-to-end architectures. However, current VLAs face two expensive requirements: (1) massive dataset collection, and (2) dense reasoning annotations. In this work, we address both challenges with NORD (No Reasoning for Driving). Compared to existing VLAs, NORD achieves competitive performance while being fine-tuned on <60% of the data and no reasoning annotations, resulting in 3x fewer tokens. We identify that standard Group Relative Policy Optimization (GRPO) fails to yield significant improvements when applied to policies trained on such small, reasoning-free datasets. We show that this limitation stems from difficulty bias, which disproportionately penalizes reward signals from scenarios that produce high-variance rollouts within GRPO. NORD overcomes this by incorporating Dr. GRPO, a recent algorithm designed to mitigate difficulty bias in LLMs. As a result, NORD achieves competitive performance on Waymo and NAVSIM with a fraction of the training data and no reasoning overhead, enabling more efficient autonomous systems. Website: https://nord-vla-ai.github.io/

cs.AI

HetroD: A High-Fidelity Drone Dataset and Benchmark for Autonomous Driving in Heterogeneous Traffic

We present HetroD, a dataset and benchmark for developing autonomous driving systems in heterogeneous environments. HetroD targets the critical challenge of navi- gating real-world heterogeneous traffic dominated by vulner- able road users (VRUs), including pedestrians, cyclists, and motorcyclists that interact with vehicles. These mixed agent types exhibit complex behaviors such as hook turns, lane splitting, and informal right-of-way negotiation. Such behaviors pose significant challenges for autonomous vehicles but remain underrepresented in existing datasets focused on structured, lane-disciplined traffic. To bridge the gap, we collect a large- scale drone-based dataset to provide a holistic observation of traffic scenes with centimeter-accurate annotations, HD maps, and traffic signal states. We further develop a modular toolkit for extracting per-agent scenarios to support downstream task development. In total, the dataset comprises over 65.4k high- fidelity agent trajectories, 70% of which are from VRUs. HetroD supports modeling of VRU behaviors in dense, het- erogeneous traffic and provides standardized benchmarks for forecasting, planning, and simulation tasks. Evaluation results reveal that state-of-the-art prediction and planning models struggle with the challenges presented by our dataset: they fail to predict lateral VRU movements, cannot handle unstructured maneuvers, and exhibit limited performance in dense and multi-agent scenarios, highlighting the need for more robust approaches to heterogeneous traffic. See our project page for more examples: https://hetroddata.github.io/HetroD/

cs.RO

SPACeR: Self-Play Anchoring with Centralized Reference Models

Developing autonomous vehicles (AVs) requires not only safety and efficiency, but also realistic, human-like behaviors that are socially aware and predictable. Achieving this requires sim agent policies that are human-like, fast, and scalable in multi-agent settings. Recent progress in imitation learning with large diffusion-based or tokenized models has shown that behaviors can be captured directly from human driving data, producing realistic policies. However, these models are computationally expensive, slow during inference, and struggle to adapt in reactive, closed-loop scenarios. In contrast, self-play reinforcement learning (RL) scales efficiently and naturally captures multi-agent interactions, but it often relies on heuristics and reward shaping, and the resulting policies can diverge from human norms. We propose SPACeR, a framework that leverages a pretrained tokenized autoregressive motion model as a centralized reference policy to guide decentralized self-play. The reference model provides likelihood rewards and KL divergence, anchoring policies to the human driving distribution while preserving RL scalability. Evaluated on the Waymo Sim Agents Challenge, our method achieves competitive performance with imitation-learned policies while being up to 10x faster at inference and 50x smaller in parameter size than large generative models. In addition, we demonstrate in closed-loop ego planning evaluation tasks that our sim agents can effectively measure planner quality with fast and scalable traffic simulation, establishing a new paradigm for testing autonomous driving policies.

cs.LG

Unconditional Pseudorandomness against Shallow Quantum Circuits

Quantum computational pseudorandomness has emerged as a fundamental notion that spans connections to complexity theory, cryptography and fundamental physics. However, all known constructions of efficient quantum-secure pseudorandom objects rely on complexity theoretic assumptions. In this work, we establish the first unconditionally secure efficient pseudorandom constructions against shallow-depth quantum circuit classes. We prove that: $\bullet$ Any quantum state 2-design yields unconditional pseudorandomness against both $\mathsf{QNC}^0$ circuits with arbitrarily many ancillae and $\mathsf{AC}^0\circ\mathsf{QNC}^0$ circuits with nearly linear ancillae. $\bullet$ Random phased subspace states, where the phases are picked using a 4-wise independent function, are unconditionally pseudoentangled against the above circuit classes. $\bullet$ Any unitary 2-design yields unconditionally secure parallel-query pseudorandom unitaries against geometrically local $\mathsf{QNC}^0$ adversaries, even with limited $\mathsf{AC}^0$ postprocessing. Our indistinguishability results for 2-designs stand in stark contrast to the standard setting of quantum pseudorandomness against $\mathsf{BQP}$ circuits, wherein they can be distinguishable from Haar random ensembles using more than two copies or queries. Our work demonstrates that quantum computational pseudorandomness can be achieved unconditionally for natural classes of restricted adversaries, opening new directions in quantum complexity theory.

quant-ph

R3D2: Realistic 3D Asset Insertion via Diffusion for Autonomous Driving Simulation

Validating autonomous driving (AD) systems requires diverse and safety-critical testing, making photorealistic virtual environments essential. Traditional simulation platforms, while controllable, are resource-intensive to scale and often suffer from a domain gap with real-world data. In contrast, neural reconstruction methods like 3D Gaussian Splatting (3DGS) offer a scalable solution for creating photorealistic digital twins of real-world driving scenes. However, they struggle with dynamic object manipulation and reusability as their per-scene optimization-based methodology tends to result in incomplete object models with integrated illumination effects. This paper introduces R3D2, a lightweight, one-step diffusion model designed to overcome these limitations and enable realistic insertion of complete 3D assets into existing scenes by generating plausible rendering effects-such as shadows and consistent lighting-in real time. This is achieved by training R3D2 on a novel dataset: 3DGS object assets are generated from in-the-wild AD data using an image-conditioned 3D generative model, and then synthetically placed into neural rendering-based virtual environments, allowing R3D2 to learn realistic integration. Quantitative and qualitative evaluations demonstrate that R3D2 significantly enhances the realism of inserted assets, enabling use-cases like text-to-3D asset insertion and cross-scene/dataset object transfer, allowing for true scalability in AD validation. To promote further research in scalable and realistic AD simulation, we release our code, see https://research.zenseact.com/publications/R3D2/.

cs.CV

S2GO: Streaming Sparse Gaussian Occupancy Prediction

Despite the demonstrated efficiency and performance of sparse query-based representations for perception, state-of-the-art 3D occupancy prediction methods still rely on voxel-based or dense Gaussian-based 3D representations. However, dense representations are slow, and they lack flexibility in capturing the temporal dynamics of driving scenes. Distinct from prior work, we instead summarize the scene into a compact set of 3D queries which are propagated through time in an online, streaming fashion. These queries are then decoded into semantic Gaussians at each timestep. We couple our framework with a denoising rendering objective to guide the queries and their constituent Gaussians in effectively capturing scene geometry. Owing to its efficient, query-based representation, S2GO achieves state-of-the-art performance on the nuScenes and KITTI occupancy benchmarks, outperforming prior art (e.g., GaussianWorld) by 1.5 IoU with 5.9x faster inference.

cs.CV