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Xinhai Chang

Publications and source records attributed to Xinhai Chang.

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NSL-SLAM: High-Fidelity Neural Structured-Light Depth for Practical SLAM and Reconstruction

Structured-light (SL) cameras power depth sensing in millions of devices, and recent neural SL decoding methods have substantially improved their depth quality. SLAM systems can benefit greatly from such strong depth sensing, where reliable geometry enables stable tracking and faithful reconstruction. In this work, we present NSL-SLAM, a practical SLAM system tailored for high-fidelity structured-light depth. We first strengthen SL depth sensing: inspired by the neural structured-light (NSL) method, we further incorporate strong monocular depth priors into the SL stereo decoding, reducing depth RMSE by 35% on Replica-SL compared to NSL. We then build a depth-centric SLAM pipeline with this stronger depth: because structured-light geometry is dense and metrically accurate, we keep it as the primary tracking signal, and add only sparse visual correspondences for geometrically degenerate cases and lightweight bundle adjustment for long-range drift. Our depth estimator and SLAM design reinforce each other: stronger depth makes a simple SLAM pipeline effective, and the depth-centric pipeline ensures this advantage transfers to downstream reconstruction. Experimentally, on the synthetic Replica-SL benchmark, NSL-SLAM achieves the best tracking accuracy and improves reconstruction F-score by 1.6 points over the SOTA baseline under a shared-depth protocol. On a real benchmark of 8 challenging scenes, it is the only method that avoids catastrophic failure on all sequences while achieving 43.3% lower trajectory deviation than selected baselines. The SLAM system runs online at 20.9 FPS, demonstrating that stronger structured-light depth and depth-centric system design together enable practical, robust SLAM.

cs.CV

Stream3D: Sequential Multi-View 3D Generation via Evidential Memory

View-conditioned 3D generators such as SAM 3D, TRELLIS, and Hunyuan3D produce high-quality object reconstructions from a single view, but real-world visual observation often arrives as long monocular streams. Naively applying these generators to each streaming frame independently leads to severe temporal inconsistency in the generated results. To address this problem, we propose Stream3D, the first training-free streaming mechanism that turns a frozen view-conditioned 3D generator into a streaming generator with constant cross-chunk memory. Stream3D achieves this by maintaining a compact evidential memory, which selectively caches the most informative historical frames based on a proposed evidence score mechanism. As the stream progresses, the memory dynamically updates to retain a fixed number of informative frames, preventing the memory footprint from growing linearly with sequence length. This also prevents degradation over long sequences and keeps the underlying generator completely unchanged without retraining, architectural modifications, or auxiliary losses. Evaluated on both realistic and synthetic streaming benchmarks, Stream3D outperforms latent-transport baselines, including KV-cache reuse and flow-based feature editing, across both photometric and geometric metrics. More details can be found at: https://stream-3d.github.io/stream3d.github.io/.

cs.CV

GEM-4D: Geometry-Enhanced Video World Models for Robot Manipulation

Video world models can generate realistic futures from a single instruction, but they often fail to track the same physical points consistently across time. As a result, the generated videos appear plausible, yet lack the physical grounding required for reliable action execution, such as robot manipulation. We present GEM-4D, a geometry-grounded video world model that resolves this limitation by injecting dense 4D correspondence supervision distilled from a pretrained geometry foundation model into the video generative backbone during training. This supervision enables the model to jointly capture appearance and geometric structure while retaining a single-stream architecture with no additional inference cost. We further introduce an inverse dynamics module that converts correspondence-consistent video rollouts into executable robot trajectories, enabling direct deployment in both real-world and simulated manipulation. GEM-4D achieves state-of-the-art performance on both video prediction and geometric consistency across both simulation and realistic scenarios and improves real-world manipulation success from 61% to 81%. Additional results are available at https://gem-4d.github.io/.

cs.CV

Scalable Trajectory Generation for Whole-Body Mobile Manipulation

Robots deployed in unstructured environments must coordinate whole-body motion -- simultaneously moving a mobile base and arm -- to interact with the physical world. This coupled mobility and dexterity yields a state space that grows combinatorially with scene and object diversity, demanding datasets far larger than those sufficient for fixed-base manipulation. Yet existing acquisition methods, including teleoperation and planning, are either labor-intensive or computationally prohibitive at scale. The core bottleneck is the lack of a scalable pipeline for generating large-scale, physically valid, coordinated trajectory data across diverse embodiments and environments. Here we introduce AutoMoMa, a GPU-accelerated framework that unifies AKR modeling, which consolidates base, arm, and object kinematics into a single chain, with parallelized trajectory optimization. AutoMoMa achieves 5,000 episodes per GPU-hour (over $80\times$ faster than CPU-based baselines), producing a dataset of over 500k physically valid trajectories spanning 330 scenes, diverse articulated objects, and multiple robot embodiments. Prior datasets were forced to compromise on scale, diversity, or kinematic fidelity; AutoMoMa addresses all three simultaneously. Training downstream IL policies further reveals that even a single articulated-object task requires tens of thousands of demonstrations for SOTA methods to reach $\approx 80\%$ success, confirming that data scarcity -- not algorithmic limitations -- has been the binding constraint. AutoMoMa thus bridges high-performance planning and reliable IL-based control, providing the infrastructure previously missing for coordinated mobile manipulation research. By making large-scale, kinematically valid training data practical, AutoMoMa showcases generalizable whole-body robot policies capable of operating in the diverse, unstructured settings of the real world.

cs.RO

PAGE-4D: Disentangled pose and geometry estimation for vggt-4d perception

Recent 3D feed-forward models, such as the Visual Geometry Grounded Transformer (VGGT), have shown strong capability in inferring 3D attributes of static scenes. However, since they are typically trained on static datasets, these models often struggle in real-world scenarios involving complex dynamic elements, such as moving humans or deformable objects like umbrellas. To address this limitation, we introduce PAGE-4D, a feedforward model that extends VGGT to dynamic scenes, enabling camera pose estimation, depth prediction and point cloud reconstruction - all without post-processing. A central challenge in multitask 4D reconstruction is the inherent conflict between tasks: accurate camera pose estimation requires suppressing dynamic regions, while geometry reconstruction requires modeling them. To resolve this tension, we propose a dynamics aware aggregator that disentangles static and dynamic information by predicting a dynamics-aware mask - suppressing motion cues for pose estimation while amplifying them for geometry reconstruction. Extensive experiments show that PAGE-4D consistently outperforms the original VGGT in dynamic scenarios, achieving superior results in camera pose estimation, monocular and video depth estimation, and dense point map reconstruction. Necessary code and additional demos are available at Link: https://page4d.github.io/, including both the training-and-inference masking variant and the training-only masking variant (= VGGT architecture at inference). Keywords: VGGT-4D, 4D Perception, Dynamic Scene Reconstruction.

cs.CV

SplatMesh: Interactive 3D Segmentation and Editing Using Mesh-Based Gaussian Splatting

A key challenge in fine-grained 3D-based interactive editing is the absence of an efficient representation that balances diverse modifications with high-quality view synthesis under a given memory constraint. While 3D meshes provide robustness for various modifications, they often yield lower-quality view synthesis compared to 3D Gaussian Splatting, which, in turn, suffers from instability during extensive editing. A straightforward combination of these two representations results in suboptimal performance and fails to meet memory constraints. In this paper, we introduce SplatMesh, a novel fine-grained interactive 3D segmentation and editing algorithm that integrates 3D Gaussian Splat with a precomputed mesh and could adjust the memory request based on the requirement. Specifically, given a mesh, \method simplifies it while considering both color and shape, ensuring it meets memory constraints. Then, SplatMesh aligns Gaussian splats with the simplified mesh by treating each triangle as a new reference point. By segmenting and editing the simplified mesh, we can effectively edit the Gaussian splats as well, which will lead to extensive experiments on real and synthetic datasets, coupled with illustrative visual examples, highlighting the superiority of our approach in terms of representation quality and editing performance. Code of our paper can be found here: https://github.com/kaichen-z/SplatMesh.

cs.GR

RAD: A Dataset and Benchmark for Real-Life Anomaly Detection with Robotic Observations

Anomaly detection is essential for robotic perception and industrial inspection, yet most benchmarks are collected under controlled conditions with fixed viewpoints and stable illumination. These settings do not reflect robotic deployment, where camera pose, lighting, and surface reflectance vary continuously. We present RAD (Realistic Anomaly Detection), a robot-captured multi-view benchmark for pose-agnostic anomaly detection. RAD contains 5,848 RGB images from 13 everyday object categories, captured from 68 viewpoints per object with a Franka robotic arm and an RGB-D camera under uncontrolled lighting. The dataset covers four realistic defect types: scratched, missing, stained, and squeezed, with pixel-level annotations for localization. We benchmark representative 2D feature-based methods, 3D reconstruction pipelines, and vision-language models under a realistic setting in which test poses are unknown. Results show a clear gap between performance on conventional benchmarks and performance on RAD. Strong 2D feature-embedding methods remain the most reliable at image-level detection, whereas 3D approaches are more competitive for pixel-level localization but remain vulnerable to reflective materials, geometric symmetry, and sparse viewpoint coverage. Vision-language models perform poorly in both classification and localization. RAD provides a challenging testbed for robust robotic inspection and highlights open problems in jointly modeling appearance, geometry, and viewpoint uncertainty. Our website and code are available at https://chang-xinhai.github.io/rad-website/.

cs.CV

Neural Surface Reconstruction from Sparse Views Using Epipolar Geometry

Reconstructing accurate surfaces from sparse multi-view images remains challenging due to severe geometric ambiguity and occlusions. Existing generalizable neural surface reconstruction methods primarily rely on cost volumes that summarize multi-view features using simple statistics (e.g., mean and variance), which discard critical view-dependent geometric structure and often lead to over-smoothed reconstructions. We propose EpiS, a generalizable neural surface reconstruction framework that explicitly leverages epipolar geometry for sparse-view inputs. Instead of directly regressing geometry from cost-volume statistics, EpiS uses coarse cost-volume features to guide the aggregation of fine-grained epipolar features sampled along corresponding epipolar lines across source views. An epipolar transformer fuses multi-view information, followed by ray-wise aggregation to produce SDF-aware features for surface estimation. To further mitigate information loss under sparse views, we introduce a geometry regularization strategy that leverages a pretrained monocular depth model through scale-invariant global and local constraints. Extensive experiments on DTU and BlendedMVS demonstrate that EpiS significantly outperforms state-of-the-art generalizable surface reconstruction methods under sparse-view settings, while maintaining strong generalization without per-scene optimization.

cs.CV