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Xin Fei

Publications and source records attributed to Xin Fei.

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ParallelWorld: Test-Time Scaling for Embodied Reasoning

Embodied Reasoning constitutes a fundamental capability of embodied intelligence, serving as the basis for autonomous perception, reasoning, and interaction within physical environments. Recent studies have shifted the paradigm of embodied reasoning from static perception toward dynamic exploration, where agents acquire task-relevant information through interactions with the environment. However, existing active reasoning approaches generally generate exploration trajectories incrementally without long-horizon planning. Even recently emerged test-time scaling frameworks often resort to myopic, single-step lookaheads, which struggle to resolve the delayed feedback inherent in complex, occluded spatial environments. To address this limitation, we propose ParallelWorld, a multi-horizon test-time scaling framework for embodied reasoning. Instead of greedy, single-step trials, ParallelWorld empowers agents to simulate and evaluate multi-step future trajectories in parallel before committing to an action. Specifically, we introduce a verifier-guided tree-search paradigm. Starting from the current state, ParallelWorld branches into multiple parallel trajectories and rolls them out continuously across a multi-step horizon. At each simulation step, a verifier agent evaluates the intermediate state transitions, dynamically pruning unpromising branches and prioritizing paths with the highest information gain. Once the multi-step prospective simulation is complete, the agent synthesizes the long-horizon outcomes to commit to the optimal action sequence. Finally, an answer agent performs reasoning over the selected trajectory to produce the final reasoning. Extensive experiments on ESI-Bench demonstrate that ParallelWorld consistently improves active perception and reasoning performance.

cs.AI

Learning Efficient 4D Gaussian Representations from Monocular Videos with Flow Splatting

Reconstructing dynamic 3D scenes from monocular videos is challenging due to scene complexity and temporal dynamics. With the advancement of 3D Gaussian Splatting in novel view synthesis, existing methods extend 3D Gaussians to 4D domain with deformation fields, trajectories or spatiotemporal 4D volumes to model scene element deformation. However, these methods suffer from long training time, low rendering speed or high memory consumption for per-frame reconstruction of 4D volumes, without fully exploiting dense dynamic information. To address this issue, we propose Flow Splatting, which constructs the velocity field and enables the conventional splatting technique to render optical flow from the velocity field to supervise dynamics learning process from monocular videos. Specifically, we extend 4D volumes with time varying means and covariance to represent complex dynamics. Then, we construct and approximate the velocity field naturally based on this representations. While conventional volume rendering techniques support to render color fields, we extend the volume rendering strategy to splat the velocity field by considering the influence of camera motions. We conduct experiments on various benchmarks to demonstrate the efficiency and effectiveness of our method. Compared to the state-of-the-art methods, our model achieves better image quality with less time consumption and higher rendering speed.

cs.CV

Annealed Entropic Allocation for Ranking and Selection

We propose annealed entropic allocation, an adaptive sampling policy based on an annealed, weighted soft-min formulation of static budget allocation. We replace the maximin large-deviation rate objective with a weighted log-sum-exp surrogate that blends challenger-specific pairwise scores through soft-min weights, avoiding hard switching when several challengers are nearly active. To capture tail behavior beyond the leading exponent, the surrogate incorporates saddlepoint prefactors from refined pairwise tail asymptotics. Because these corrections are subexponential, decreasing the annealing temperature with the budget preserves the same first-order target allocation. For the static problem, we prove uniform convergence to the hard minimum, concentration of soft-min weights on active challengers, and continuity of the induced target-allocation map under fixed weights. Experiments show that the proposed methods are consistently competitive: the no-saddlepoint ablation performs best in symmetric Gaussian and exponential slippage settings, while saddlepoint weighting can help in heterogeneous or asymmetric cases.

stat.ML

T(R,O) Grasp: Efficient Graph Diffusion of Robot-Object Spatial Transformation for Cross-Embodiment Dexterous Grasping

Dexterous grasping remains a central challenge in robotics due to the complexity of its high-dimensional state and action space. We introduce T(R,O) Grasp, a diffusion-based framework that efficiently generates accurate and diverse grasps across multiple robotic hands. At its core is the T(R,O) Graph, a unified representation that models spatial transformations between robotic hands and objects while encoding their geometric properties. A graph diffusion model, coupled with an efficient inverse kinematics solver, supports both unconditioned and conditioned grasp synthesis. Extensive experiments on a diverse set of dexterous hands show that T(R,O) Grasp achieves average success rate of 94.83%, inference speed of 0.21s, and throughput of 41 grasps per second on an NVIDIA A100 40GB GPU, substantially outperforming existing baselines. In addition, our approach is robust and generalizable across embodiments while significantly reducing memory consumption. More importantly, the high inference speed enables closed-loop dexterous manipulation, underscoring the potential of T(R,O) Grasp to scale into a foundation model for dexterous grasping.

cs.RO

VLA-OS: Structuring and Dissecting Planning Representations and Paradigms in Vision-Language-Action Models

Recent studies on Vision-Language-Action (VLA) models have shifted from the end-to-end action-generation paradigm toward a pipeline involving task planning followed by action generation, demonstrating improved performance on various complex, long-horizon manipulation tasks. However, existing approaches vary significantly in terms of network architectures, planning paradigms, representations, and training data sources, making it challenging for researchers to identify the precise sources of performance gains and components to be further improved. To systematically investigate the impacts of different planning paradigms and representations isolating from network architectures and training data, in this paper, we introduce VLA-OS, a unified VLA architecture series capable of various task planning paradigms, and design a comprehensive suite of controlled experiments across diverse object categories (rigid and deformable), visual modalities (2D and 3D), environments (simulation and real-world), and end-effectors (grippers and dexterous hands). Our results demonstrate that: 1) visually grounded planning representations are generally better than language planning representations; 2) the Hierarchical-VLA paradigm generally achieves superior or comparable performance than other paradigms on task performance, pretraining, generalization ability, scalability, and continual learning ability, albeit at the cost of slower training and inference speeds.

cs.CV

Scene Splatter: Momentum 3D Scene Generation from Single Image with Video Diffusion Model

In this paper, we propose Scene Splatter, a momentum-based paradigm for video diffusion to generate generic scenes from single image. Existing methods, which employ video generation models to synthesize novel views, suffer from limited video length and scene inconsistency, leading to artifacts and distortions during further reconstruction. To address this issue, we construct noisy samples from original features as momentum to enhance video details and maintain scene consistency. However, for latent features with the perception field that spans both known and unknown regions, such latent-level momentum restricts the generative ability of video diffusion in unknown regions. Therefore, we further introduce the aforementioned consistent video as a pixel-level momentum to a directly generated video without momentum for better recovery of unseen regions. Our cascaded momentum enables video diffusion models to generate both high-fidelity and consistent novel views. We further finetune the global Gaussian representations with enhanced frames and render new frames for momentum update in the next step. In this manner, we can iteratively recover a 3D scene, avoiding the limitation of video length. Extensive experiments demonstrate the generalization capability and superior performance of our method in high-fidelity and consistent scene generation.

cs.CV

Gaussian Graph Network: Learning Efficient and Generalizable Gaussian Representations from Multi-view Images

3D Gaussian Splatting (3DGS) has demonstrated impressive novel view synthesis performance. While conventional methods require per-scene optimization, more recently several feed-forward methods have been proposed to generate pixel-aligned Gaussian representations with a learnable network, which are generalizable to different scenes. However, these methods simply combine pixel-aligned Gaussians from multiple views as scene representations, thereby leading to artifacts and extra memory cost without fully capturing the relations of Gaussians from different images. In this paper, we propose Gaussian Graph Network (GGN) to generate efficient and generalizable Gaussian representations. Specifically, we construct Gaussian Graphs to model the relations of Gaussian groups from different views. To support message passing at Gaussian level, we reformulate the basic graph operations over Gaussian representations, enabling each Gaussian to benefit from its connected Gaussian groups with Gaussian feature fusion. Furthermore, we design a Gaussian pooling layer to aggregate various Gaussian groups for efficient representations. We conduct experiments on the large-scale RealEstate10K and ACID datasets to demonstrate the efficiency and generalization of our method. Compared to the state-of-the-art methods, our model uses fewer Gaussians and achieves better image quality with higher rendering speed.

cs.CV

Driv3R: Learning Dense 4D Reconstruction for Autonomous Driving

Realtime 4D reconstruction for dynamic scenes remains a crucial challenge for autonomous driving perception. Most existing methods rely on depth estimation through self-supervision or multi-modality sensor fusion. In this paper, we propose Driv3R, a DUSt3R-based framework that directly regresses per-frame point maps from multi-view image sequences. To achieve streaming dense reconstruction, we maintain a memory pool to reason both spatial relationships across sensors and dynamic temporal contexts to enhance multi-view 3D consistency and temporal integration. Furthermore, we employ a 4D flow predictor to identify moving objects within the scene to direct our network focus more on reconstructing these dynamic regions. Finally, we align all per-frame pointmaps consistently to the world coordinate system in an optimization-free manner. We conduct extensive experiments on the large-scale nuScenes dataset to evaluate the effectiveness of our method. Driv3R outperforms previous frameworks in 4D dynamic scene reconstruction, achieving 15x faster inference speed compared to methods requiring global alignment. Code: https://github.com/Barrybarry-Smith/Driv3R.

cs.CV

PixelGaussian: Generalizable 3D Gaussian Reconstruction from Arbitrary Views

We propose PixelGaussian, an efficient feed-forward framework for learning generalizable 3D Gaussian reconstruction from arbitrary views. Most existing methods rely on uniform pixel-wise Gaussian representations, which learn a fixed number of 3D Gaussians for each view and cannot generalize well to more input views. Differently, our PixelGaussian dynamically adapts both the Gaussian distribution and quantity based on geometric complexity, leading to more efficient representations and significant improvements in reconstruction quality. Specifically, we introduce a Cascade Gaussian Adapter to adjust Gaussian distribution according to local geometry complexity identified by a keypoint scorer. CGA leverages deformable attention in context-aware hypernetworks to guide Gaussian pruning and splitting, ensuring accurate representation in complex regions while reducing redundancy. Furthermore, we design a transformer-based Iterative Gaussian Refiner module that refines Gaussian representations through direct image-Gaussian interactions. Our PixelGaussian can effectively reduce Gaussian redundancy as input views increase. We conduct extensive experiments on the large-scale ACID and RealEstate10K datasets, where our method achieves state-of-the-art performance with good generalization to various numbers of views. Code: https://github.com/Barrybarry-Smith/PixelGaussian.

cs.CV

GeoAuxNet: Towards Universal 3D Representation Learning for Multi-sensor Point Clouds

Point clouds captured by different sensors such as RGB-D cameras and LiDAR possess non-negligible domain gaps. Most existing methods design different network architectures and train separately on point clouds from various sensors. Typically, point-based methods achieve outstanding performances on even-distributed dense point clouds from RGB-D cameras, while voxel-based methods are more efficient for large-range sparse LiDAR point clouds. In this paper, we propose geometry-to-voxel auxiliary learning to enable voxel representations to access point-level geometric information, which supports better generalisation of the voxel-based backbone with additional interpretations of multi-sensor point clouds. Specifically, we construct hierarchical geometry pools generated by a voxel-guided dynamic point network, which efficiently provide auxiliary fine-grained geometric information adapted to different stages of voxel features. We conduct experiments on joint multi-sensor datasets to demonstrate the effectiveness of GeoAuxNet. Enjoying elaborate geometric information, our method outperforms other models collectively trained on multi-sensor datasets, and achieve competitive results with the-state-of-art experts on each single dataset.

cs.CV