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Weiguang Zhao

Publications and source records attributed to Weiguang Zhao.

At least 19 recordsLinked to original sources

SnapFlow: One-Step Action Generation for Flow-Matching VLAs via Progressive Self-Distillation

Vision-language-action (VLA) models with flow-matching action heads, such as π0 and π0.5, have become a standard recipe for generalist robot manipulation, but every action chunk is produced by integrating a learned velocity field over about ten sequential action-expert evaluations, so action generation dominates model latency and caps the achievable control frequency. Existing remedies either shrink each evaluation through layer distillation or pruning while leaving the sequential solver in place, or import one-step objectives from image generation that were designed for training from scratch, rely on an exponential-moving-average teacher or an external critic, and regress finite-span targets onto the conditional velocity, whose variance around the marginal field biases the learned map. We introduce SnapFlow, a self-distillation method that adapts a pretrained flow-matching VLA to one-step action generation. SnapFlow mixes local flow-matching supervision with shortcut samples whose target is the model's own two-step Euler endpoint under stop-gradient, and adds a single zero-initialized destination-time projection so that one action expert serves both objectives while the pretrained predictor is preserved at initialization; no separate teacher network or critic is required. On π0.5, whose 10-NFE teacher operates near ceiling, the archived one-NFE SnapFlow checkpoint reaches 98.75% LIBERO success versus 97.75% for the teacher; under a separate paired evaluation of π0, the one-NFE model surpasses its teacher by 10.5 percentage points. SnapFlow also lowers mean and tail action error on held-out data, cuts batch-one model latency by about 3.3x, and transfers to shelf retrieval on a dual-arm humanoid.

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InfiniHand: Streaming World-Space Hand Motion Estimation from Egocentric Video

World-space hand motion estimation from egocentric video requires recovering 3D articulated hand geometry while tracking camera egomotion. Existing approaches heavily rely on cascading independent hand pose estimators and SLAM systems, resulting in error accumulation, complex pipelines, and severe computational overhead. To address these limitations, we present InfiniHand, an end-to-end streaming feed-forward framework that jointly estimates MANO parameters, camera trajectories, and hand locations directly from uncalibrated egocentric video. InfiniHand integrates persistent spatiotemporal memory with hand-centered visual features, explicitly coupling camera motion with local hand geometry within a unified architecture. We train InfiniHand in two progressive stages by first learning robust camera-space hand priors and then extending to streaming world-space reconstruction. To support this process, we aggregate a pretraining corpus of approximately 5,000 hours of egocentric data across multiple public datasets. Extensive evaluations demonstrate that InfiniHand outperforms state-of-the-art baselines on in-domain benchmarks, achieving a 21.4% reduction in ARCTIC PA-p compared to ViDiHand while substantially mitigating world-space drift. Furthermore, InfiniHand generalizes robustly to in-the-wild videos and operates at 11.19 FPS, delivering more than twice the throughput of HaWoR.

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InternW0-$Δ$: A World Action Model Bridging Predictive Dynamics and Actions with 20K+ Hours of Open Data

World Action Models (WAMs) jointly model visual dynamics and action generation for generalist robot manipulation. A central challenge is to integrate priors from large-scale pretrained models---including visual dynamics, scene semantics, geometry, and motion---into a unified framework for robot action generation. We introduce InternW0-$Δ$, a unified WAM pretrained on a heterogeneous corpus that outperforms prior methods across simulation benchmarks and real-robot platforms. InternW0-$Δ$ combines pretrained visual dynamics, scene-level semantics, 4D geometric and motion priors, and action generation within a Mixture-of-Transformers (MoT) framework. A pretrained video expert and an action expert interact under semantic guidance from a frozen VLM, while a pretrained 4D foundation model injects geometric and motion priors through training-only distillation. We further introduce Causal Imprint, which learns future-relevant scene changes from training-only future supervision and provides predictive representations directly to the action expert without future-video rollout at inference. For large-scale joint training, we construct a heterogeneous corpus of robot demonstrations, UMI data, egocentric human demonstrations, and Ego2Robot data, curated and aligned under a common state-action representation. The resulting corpus contains over 20K hours of processed training data, to our knowledge the largest open-source corpus of its kind. We pretrain InternW0-$Δ$ on this corpus and demonstrate strong performance across simulation benchmarks and real-robot platforms. We will open source the training code, model weights, infrastructure, data-processing pipeline, and processed data where licenses permit. Project page: https://internrobotics.github.io/InternW0-Delta/

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PanoPed: Beyond Bounding Boxes for Sim-to-Real Panoramic Pedestrian Tracking

Full-sphere panoramic cameras let fixed monitoring systems and mobile robots track people in every direction, but a planar bounding box does not fully describe where a person is on the sphere. We introduce PanoPed, a sim-to-real benchmark for pedestrian tracking on the full sphere. PanoPed-S contains 108,000 frames from fixed, quadruped-mounted, and drone-mounted cameras, with synchronized masks, depth, camera poses, and 3D pedestrian states. PanoPed-R adds 28,002 real frames from fixed cameras, 16,247 of them densely annotated. We find that an ERP rectangle cannot uniquely determine the spherical center and angular extent of the visible person, while the detector's visual query still carries information about them. Inspired by the sextant's use of angular measurements to locate objects, we propose Sextant, a plug-and-play angular localization head with only about 0.035M parameters. It reuses a frozen detector, keeps track identities unchanged, and needs no extra image encoder. Sextant gives the best result in our PanoPed-S test comparison, raising the strongest baseline, MOTIP, from 47.30 to 49.49 HOTA, with gains on all eight test sequences. Without fine-tuning on real data, the same synthetic-trained heads improve MOTIP and HAT by 0.96-1.14 HOTA on real video, and both seeds improve every real sequence. HAT+Sextant scores best among the compared systems that add no localization image encoder.

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Rectified Schrödinger Bridge Matching for Few-Step Visual Navigation

Visual navigation is a core challenge in Embodied AI, requiring autonomous agents to translate high-dimensional sensory observations into continuous, long-horizon action trajectories. While generative policies based on diffusion models and Schrödinger Bridges (SB) effectively capture multimodal action distributions, they require dozens of integration steps due to high-variance stochastic transport, posing a critical barrier for real-time robotic control. We propose Rectified Schrödinger Bridge Matching (RSBM), a framework that exploits a shared velocity-field structure between standard Schrödinger Bridges ($\varepsilon=1$, maximum-entropy transport) and deterministic Optimal Transport ($\varepsilon\to 0$, as in Conditional Flow Matching), controlled by a single entropic regularization parameter $\varepsilon$. We prove two key results: (1) the conditional velocity field's functional form is invariant across the entire $\varepsilon$-spectrum (Velocity Structure Invariance), enabling a single network to serve all regularization strengths; and (2) reducing $\varepsilon$ linearly decreases the conditional velocity variance, enabling more stable coarse-step ODE integration. Anchored to a learned conditional prior that shortens transport distance, RSBM operates at an intermediate $\varepsilon$ that balances multimodal coverage and path straightness. Empirically, while standard bridges require $\geq 10$ steps to converge, RSBM achieves over 94% cosine similarity and 92% success rate in merely 3 integration steps -- without distillation or multi-stage training -- substantially narrowing the gap between high-fidelity generative policies and the low-latency demands of Embodied AI.

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Towards Robotic Dexterous Hand Intelligence: A Survey

Robotic dexterous hands are central to contact-rich manipulation, with rapid progress driven by advances in hardware, sensing, control, simulation, and data generation. However, existing studies are often developed under different assumptions regarding hand embodiments, sensory configurations, task settings, training data, and evaluation protocols, making systematic comparison difficult and obscuring the developmental trajectory of the field. This survey provides a holistic review of dexterous hand research from four complementary aspects. First, we present a hardware-level analysis covering actuation, transmission, perception, and representative hand designs, highlighting the key trade-offs in force capability, compliance, bandwidth, integration, and system complexity. Furthermore, we review control and learning methods for dexterous manipulation from a methodological perspective, grouping representative works by major paradigms and tracing their evolution in chronological order. In addition, we consolidate datasets, modality design, and evaluation practices, which enables methodological progress to be interpreted together with the ways in which it is trained, benchmarked, and assessed. Finally, we discuss the major limitations of current dexterous hand research and summarize the corresponding future directions. By connecting hardware analysis, methodological development, data resources, and evaluation, this survey aims to provide a structured understanding of dexterous hand research and to clarify the most important open challenges for future study.

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Tele-Catch: Adaptive Teleoperation for Dexterous Dynamic 3D Object Catching

Teleoperation is a key paradigm for transferring human dexterity to robots, yet most prior work targets objects that are initially static, such as grasping or manipulation. Dynamic object catch, where objects move before contact, remains underexplored. Pure teleoperation in this task often fails due to timing, pose, and force errors, highlighting the need for shared autonomy that combines human input with autonomous policies. To this end, we present Tele-Catch, a systematic framework for dexterous hand teleoperation in dynamic object catching. At its core, we design DAIM, a dynamics-aware adaptive integration mechanism that realizes shared autonomy by fusing glove-based teleoperation signals into the diffusion policy denoising process. It adaptively modulates control based on the interaction object state. To improve policy robustness, we introduce DP-U3R, which integrates unsupervised geometric representations from point cloud observations into diffusion policy learning, enabling geometry-aware decision making. Extensive experiments demonstrate that Tele-Catch significantly improves accuracy and robustness in dynamic catching tasks, while also exhibiting consistent gains across distinct dexterous hand embodiments and previously unseen object categories.

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TrajVG: 3D Trajectory-Coupled Visual Geometry Learning

Feed-forward multi-frame 3D reconstruction models often degrade on videos with object motion. Global-reference becomes ambiguous under multiple motions, while the local pointmap relies heavily on estimated relative poses and can drift, causing cross-frame misalignment and duplicated structures. We propose TrajVG, a reconstruction framework that makes cross-frame 3D correspondence an explicit prediction by estimating camera-coordinate 3D trajectories. We couple sparse trajectories, per-frame local point maps, and relative camera poses with geometric consistency objectives: (i) bidirectional trajectory-pointmap consistency with controlled gradient flow, and (ii) a pose consistency objective driven by static track anchors that suppresses gradients from dynamic regions. To scale training to in-the-wild videos where 3D trajectory labels are scarce, we reformulate the same coupling constraints into self-supervised objectives using only pseudo 2D tracks, enabling unified training with mixed supervision. Extensive experiments across 3D tracking, pose estimation, pointmap reconstruction, and video depth show that TrajVG surpasses the current feedforward performance baseline.

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SynthVerse: A Large-Scale Diverse Synthetic Dataset for Point Tracking

Point tracking aims to follow visual points through complex motion, occlusion, and viewpoint changes, and has advanced rapidly with modern foundation models. Yet progress toward general point tracking remains constrained by limited high-quality data, as existing datasets often provide insufficient diversity and imperfect trajectory annotations. To this end, we introduce SynthVerse, a large-scale, diverse synthetic dataset specifically designed for point tracking. SynthVerse includes several new domains and object types missing from existing synthetic datasets, such as animated-film-style content, embodied manipulation, scene navigation, and articulated objects. SynthVerse substantially expands dataset diversity by covering a broader range of object categories and providing high-quality dynamic motions and interactions, enabling more robust training and evaluation for general point tracking. In addition, we establish a highly diverse point tracking benchmark to systematically evaluate state-of-the-art methods under broader domain shifts. Extensive experiments and analyses demonstrate that training with SynthVerse yields consistent improvements in generalization and reveal limitations of existing trackers under diverse settings.

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3D-CDRGP: Towards Cross-Device Robotic Grasping Policy in 3D Open World

Given the diversity of devices and the product upgrades, cross-device research has become an urgent issue that needs to be tackled. To this end, we pioneer in probing the cross-device (cameras & robotics) grasping policy in the 3D open world. Specifically, we construct two real-world grasping setups, employing robotic arms and cameras from completely different manufacturers. To minimize domain differences in point clouds from diverse cameras, we adopt clustering methods to generate 3D object proposals. However, existing clustering methods are limited to closed-set scenarios, which confines the robotic graspable object categories and ossifies the deployment scenarios. To extend these methods to open-world settings, we introduce the SSGC-Seg module that enables category-agnostic 3D object detection. The proposed module transforms the original multi-class semantic information into binary semantic cues-foreground and background by analyzing the SoftMax value of each point, and then clusters the foreground points based on geometric information to form initial object proposals. Furthermore, ScoreNet‡ is designed to score each detection result, and the robotic arm prioritizes grasping the object with the highest confidence score. Experiments on two different types of setups highlight the effectiveness and robustness of our policy for cross-device robotics grasping research. Our code is provided in the supplementary and will be released upon acceptance.

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Towards Training-Free Open-World Classification with 3D Generative Models

3D open-world classification is a challenging yet essential task in dynamic and unstructured real-world scenarios, requiring both open-category and open-pose recognition. To address these challenges, recent wisdom often takes sophisticated 2D pre-trained models to provide enriched and stable representations. However, these methods largely rely on how 3D objects can be projected into 2D space, which is unfortunately not well solved, and thus significantly limits their performance. Unlike these present efforts, in this paper we make a pioneering exploration of 3D generative models for 3D open-world classification. Drawing on abundant prior knowledge from 3D generative models, we additionally craft a rotation-invariant feature extractor. This innovative synergy endows our pipeline with the advantages of being training-free, open-category, and pose-invariant, thus well suited to 3D open-world classification. Extensive experiments on benchmark datasets demonstrate the potential of generative models in 3D open-world classification, achieving state-of-the-art performance on ModelNet10 and McGill with 32.0% and 8.7% overall accuracy improvement, respectively.

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HOMER: Homography-Based Efficient Multi-view 3D Object Removal

3D object removal is an important sub-task in 3D scene editing, with broad applications in scene understanding, augmented reality, and robotics. However, existing methods struggle to achieve a desirable balance among consistency, usability, and computational efficiency in multi-view settings. These limitations are primarily due to unintuitive user interaction in the source view, inefficient multi-view object mask generation, computationally expensive inpainting procedures, and a lack of applicability across different radiance field representations. To address these challenges, we propose a novel pipeline that improves the quality and efficiency of multi-view object mask generation and inpainting. Our method introduces an intuitive region-based interaction mechanism in the source view and eliminates the need for camera poses or extra model training. Our lightweight HoMM module is employed to achieve high-quality multi-view mask propagation with enhanced efficiency. In the inpainting stage, we further reduce computational costs by performing inpainting only on selected key views and propagating the results to other views via homography-based mapping. Our pipeline is compatible with a variety of radiance field frameworks, including NeRF and 3D Gaussian Splatting, demonstrating improved generalizability and practicality in real-world scenarios. Additionally, we present a new 3D multi-object removal dataset with greater object diversity and viewpoint variation than existing datasets. Experiments on public benchmarks and our proposed dataset show that our method achieves state-of-the-art performance while reducing runtime to one-fifth of that required by leading baselines.

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Unlock Pose Diversity: Accurate and Efficient Implicit Keypoint-based Spatiotemporal Diffusion for Audio-driven Talking Portrait

Audio-driven single-image talking portrait generation plays a crucial role in virtual reality, digital human creation, and filmmaking. Existing approaches are generally categorized into keypoint-based and image-based methods. Keypoint-based methods effectively preserve character identity but struggle to capture fine facial details due to the fixed points limitation of the 3D Morphable Model. Moreover, traditional generative networks face challenges in establishing causality between audio and keypoints on limited datasets, resulting in low pose diversity. In contrast, image-based approaches produce high-quality portraits with diverse details using the diffusion network but incur identity distortion and expensive computational costs. In this work, we propose KDTalker, the first framework to combine unsupervised implicit 3D keypoint with a spatiotemporal diffusion model. Leveraging unsupervised implicit 3D keypoints, KDTalker adapts facial information densities, allowing the diffusion process to model diverse head poses and capture fine facial details flexibly. The custom-designed spatiotemporal attention mechanism ensures accurate lip synchronization, producing temporally consistent, high-quality animations while enhancing computational efficiency. Experimental results demonstrate that KDTalker achieves state-of-the-art performance regarding lip synchronization accuracy, head pose diversity, and execution efficiency.Our codes are available at https://github.com/chaolongy/KDTalker.

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BFANet: Revisiting 3D Semantic Segmentation with Boundary Feature Analysis

3D semantic segmentation plays a fundamental and crucial role to understand 3D scenes. While contemporary state-of-the-art techniques predominantly concentrate on elevating the overall performance of 3D semantic segmentation based on general metrics (e.g. mIoU, mAcc, and oAcc), they unfortunately leave the exploration of challenging regions for segmentation mostly neglected. In this paper, we revisit 3D semantic segmentation through a more granular lens, shedding light on subtle complexities that are typically overshadowed by broader performance metrics. Concretely, we have delineated 3D semantic segmentation errors into four comprehensive categories as well as corresponding evaluation metrics tailored to each. Building upon this categorical framework, we introduce an innovative 3D semantic segmentation network called BFANet that incorporates detailed analysis of semantic boundary features. First, we design the boundary-semantic module to decouple point cloud features into semantic and boundary features, and fuse their query queue to enhance semantic features with attention. Second, we introduce a more concise and accelerated boundary pseudo-label calculation algorithm, which is 3.9 times faster than the state-of-the-art, offering compatibility with data augmentation and enabling efficient computation in training. Extensive experiments on benchmark data indicate the superiority of our BFANet model, confirming the significance of emphasizing the four uniquely designed metrics. Code is available at https://github.com/weiguangzhao/BFANet.

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From 2D Images to 3D Model:Weakly Supervised Multi-View Face Reconstruction with Deep Fusion

While weakly supervised multi-view face reconstruction (MVR) is garnering increased attention, one critical issue still remains open: how to effectively interact and fuse multiple image information to reconstruct high-precision 3D models. In this regard, we propose a novel pipeline called Deep Fusion MVR (DF-MVR) to explore the feature correspondences between multi-view images and reconstruct high-precision 3D faces. Specifically, we present a novel multi-view feature fusion backbone that utilizes face masks to align features from multiple encoders and integrates one multi-layer attention mechanism to enhance feature interaction and fusion, resulting in one unified facial representation. Additionally, we develop one concise face mask mechanism that facilitates multi-view feature fusion and facial reconstruction by identifying common areas and guiding the network's focus on critical facial features (e.g., eyes, brows, nose, and mouth). Experiments on Pixel-Face and Bosphorus datasets indicate the superiority of our model. Without 3D annotation, DF-MVR achieves 5.2% and 3.0% RMSE improvement over the existing weakly supervised MVRs respectively on Pixel-Face and Bosphorus dataset. Code will be available publicly at https://github.com/weiguangzhao/DF_MVR.

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PO3AD: Predicting Point Offsets toward Better 3D Point Cloud Anomaly Detection

Point cloud anomaly detection under the anomaly-free setting poses significant challenges as it requires accurately capturing the features of 3D normal data to identify deviations indicative of anomalies. Current efforts focus on devising reconstruction tasks, such as acquiring normal data representations by restoring normal samples from altered, pseudo-anomalous counterparts. Our findings reveal that distributing attention equally across normal and pseudo-anomalous data tends to dilute the model's focus on anomalous deviations. The challenge is further compounded by the inherently disordered and sparse nature of 3D point cloud data. In response to those predicaments, we introduce an innovative approach that emphasizes learning point offsets, targeting more informative pseudo-abnormal points, thus fostering more effective distillation of normal data representations. We also have crafted an augmentation technique that is steered by normal vectors, facilitating the creation of credible pseudo anomalies that enhance the efficiency of the training process. Our comprehensive experimental evaluation on the Anomaly-ShapeNet and Real3D-AD datasets evidences that our proposed method outperforms existing state-of-the-art approaches, achieving an average enhancement of 9.0% and 1.4% in the AUC-ROC detection metric across these datasets, respectively.

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Open-Pose 3D Zero-Shot Learning: Benchmark and Challenges

With the explosive 3D data growth, the urgency of utilizing zero-shot learning to facilitate data labeling becomes evident. Recently, methods transferring language or language-image pre-training models like Contrastive Language-Image Pre-training (CLIP) to 3D vision have made significant progress in the 3D zero-shot classification task. These methods primarily focus on 3D object classification with an aligned pose; such a setting is, however, rather restrictive, which overlooks the recognition of 3D objects with open poses typically encountered in real-world scenarios, such as an overturned chair or a lying teddy bear. To this end, we propose a more realistic and challenging scenario named open-pose 3D zero-shot classification, focusing on the recognition of 3D objects regardless of their orientation. First, we revisit the current research on 3D zero-shot classification, and propose two benchmark datasets specifically designed for the open-pose setting. We empirically validate many of the most popular methods in the proposed open-pose benchmark. Our investigations reveal that most current 3D zero-shot classification models suffer from poor performance, indicating a substantial exploration room towards the new direction. Furthermore, we study a concise pipeline with an iterative angle refinement mechanism that automatically optimizes one ideal angle to classify these open-pose 3D objects. In particular, to make validation more compelling and not just limited to existing CLIP-based methods, we also pioneer the exploration of knowledge transfer based on Diffusion models. While the proposed solutions can serve as a new benchmark for open-pose 3D zero-shot classification, we discuss the complexities and challenges of this scenario that remain for further research development. The code is available publicly at https://github.com/weiguangzhao/Diff-OP3D.

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Divide and Conquer: 3D Point Cloud Instance Segmentation With Point-Wise Binarization

Instance segmentation on point clouds is crucially important for 3D scene understanding. Most SOTAs adopt distance clustering, which is typically effective but does not perform well in segmenting adjacent objects with the same semantic label (especially when they share neighboring points). Due to the uneven distribution of offset points, these existing methods can hardly cluster all instance points. To this end, we design a novel divide-and-conquer strategy named PBNet that binarizes each point and clusters them separately to segment instances. Our binary clustering divides offset instance points into two categories: high and low density points (HPs vs. LPs). Adjacent objects can be clearly separated by removing LPs, and then be completed and refined by assigning LPs via a neighbor voting method. To suppress potential over-segmentation, we propose to construct local scenes with the weight mask for each instance. As a plug-in, the proposed binary clustering can replace traditional distance clustering and lead to consistent performance gains on many mainstream baselines. A series of experiments on ScanNetV2 and S3DIS datasets indicate the superiority of our model. In particular, PBNet ranks first on the ScanNetV2 official benchmark challenge, achieving the highest mAP. Code will be available publicly at https://github.com/weiguangzhao/PBNet.

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