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Xijie Yang

Publications and source records attributed to Xijie Yang.

4 recordsLinked to original sources

Benchmarking and Enhancing Skill-Level Memory for Partially Observable Robotic Manipulation

Recent advances in robot learning have enabled manipulation policies to perform increasingly diverse tasks and generalize across environments. However, reliable execution often depends on hidden task states that cannot be determined from current observations alone, making interaction history essential. We introduce $HIDE$, a benchmark for evaluating manipulation memory under partial observability. HIDE comprises 15 tasks covering repetition counting, historical-state recall, and execution-progress tracking, with randomized initial configurations and decision points where similar observations require different actions depending on prior events. We further propose $SEEK$, a framework combining three complementary memory mechanisms to retain historical evidence and track execution state. Evaluations reveal substantial limitations in existing policies on HIDE, while memory augmentation improves task success in both simulation and real-world experiments. Individual mechanisms benefit some tasks but can degrade others; their combination achieves the highest average success rate on HIDE among the evaluated configurations. These findings highlight the importance of maintaining internal representations of hidden task states and matching memory design to task-specific information requirements.

cs.RO↗

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/

cs.RO↗

EAG-PT: Emission-Aware Gaussians and Path Tracing for Diffuse Indoor Scene Reconstruction and Editing

Recent radiance-field-based reconstruction methods, such as NeRF and 3DGS, achieve high visual fidelity for indoor scenes, but often break down under scene editing due to baked illumination and the lack of explicit light transport. In contrast, inverse path tracing methods based on mesh representations enforce correct light transport but require highly accurate geometry, making them difficult to apply robustly to real indoor scenes. We present Emission-Aware Gaussians and Path Tracing (EAG-PT), a method for physically based reconstruction and rendering of indoor scenes using a unified 2D Gaussian representation, targeting editable diffuse global illumination. Our approach consists of three key ideas: (1) representing indoor scenes with 2D Gaussians as a transport-friendly geometric proxy that avoids explicit mesh reconstruction; (2) explicitly separating emissive and non-emissive components during reconstruction to support editing; and (3) decoupling reconstruction from final rendering by using efficient single-bounce optimization and high-quality multi-bounce path tracing, respectively. Experiments on synthetic and real indoor scenes show that EAG-PT produces more natural and physically consistent edited renderings than radiance-field reconstructions, while preserving finer geometric detail and avoiding mesh-induced artifacts compared with mesh-based inverse path tracing. These results highlight the potential of our approach for applications such as interior design, XR content creation, and embodied AI.

cs.GR↗

Virtualized 3D Gaussians: Flexible Cluster-based Level-of-Detail System for Real-Time Rendering of Composed Scenes

3D Gaussian Splatting (3DGS) enables the reconstruction of intricate digital 3D assets from multi-view images by leveraging a set of 3D Gaussian primitives for rendering. Its explicit and discrete representation facilitates the seamless composition of complex digital worlds, offering significant advantages over previous neural implicit methods. However, when applied to large-scale compositions, such as crowd-level scenes, it can encompass numerous 3D Gaussians, posing substantial challenges for real-time rendering. To address this, inspired by Unreal Engine 5's Nanite system, we propose Virtualized 3D Gaussians (V3DG), a cluster-based LOD solution that constructs hierarchical 3D Gaussian clusters and dynamically selects only the necessary ones to accelerate rendering speed. Our approach consists of two stages: (1) Offline Build, where hierarchical clusters are generated using a local splatting method to minimize visual differences across granularities, and (2) Online Selection, where footprint evaluation determines perceptible clusters for efficient rasterization during rendering. We curate a dataset of synthetic and real-world scenes, including objects, trees, people, and buildings, each requiring 0.1 billion 3D Gaussians to capture fine details. Experiments show that our solution balances rendering efficiency and visual quality across user-defined tolerances, facilitating downstream interactive applications that compose extensive 3DGS assets for consistent rendering performance.

cs.GR↗