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Yiannis Aloimonos

Publications and source records attributed to Yiannis Aloimonos.

At least 19 recordsLinked to original sources

Dexterity from Supervised Play

How can robots autonomously collect the contact-rich experience needed to learn dexterous manipulation? We present DSP: Dexterity from supervised play, a framework in which a robot learns a play policy from minutes of human play through behavior cloning, then deploys it autonomously to collect hours of interaction data to train a world model. During inference, the same play policy then guides model-predictive control (MPC) by proposing candidate action sequences for evaluation under the learned world model. To accelerate inference, we also introduce a method for distilling a closed-loop, goal-conditioned policy through self-play within the learned world model. We evaluate this framework on underactuated pushing and any-to-any in-hand pose reorientation with a multifingered hand, in simulation and real world. In real world experiment, our method outperforms hindsight behavior cloning by 69.6% in success rate and achieves comparable success to reinforcement learning with 490 times less interaction data. These results demonstrate that supervised play can autonomously collect interaction data, guide model-based planning, and enable policy learning without any task-specific demonstrations or sim-to-real transfer.

cs.RO↗

Real2SAM2Real: Generative 3D Caches as Complementary Context for Video Diffusion

Video Diffusion Models (VDMs) synthesize high-quality videos, but precise camera and motion control remains challenging when large viewpoint shifts, changing occlusions, or complex dynamics reveal unseen regions. Diffusion priors alone can yield structural inconsistencies, while warped guidance can contain incomplete geometry and misleading view-dependent appearance cues. Real2SAM2Real complements VDM priors with a coarse 3D foreground cache of topologically complete meshes for intuitive editing and animation. Generative 3D lifting estimates these object and human meshes, including unobserved surfaces, from a single reference image. Normal maps rendered under specified camera trajectories and foreground motions guide video synthesis in the VDM, while the reference image provides appearance conditioning. Soft spatial-aligned injection and minimally invasive fine-tuning incorporate this guidance while largely preserving pretrained synthesis priors. Decoupled conditioning enables independent appearance and geometry editing. We train on around 2,000 monocular clips using instance-masked normal sequences with instance-level spatial perturbations to reduce sensitivity to differences between video-estimated training normals and normals rendered from coarse 3D caches at inference. Training requires neither explicit 3D assets nor paired multi-trajectory recordings. Real2SAM2Real supports decoupled camera and multi-instance motion control, including articulated humans. Across these challenging settings, experiments show strong spatiotemporal consistency and better overall control accuracy and video fidelity than evaluated state-of-the-art methods. Preliminary demonstrations suggest potential robotics applications.

cs.CV↗

RingNav: Task-Shaped Circular Memory for Visual Heading

Tiny robots have limited computation and memory, yet visual navigation systems often maintain more state than a task requires. We ask whether persistent memory can instead be shaped by the task. We present \textbf{RingNav}, a \(10.6\)k--parameter visual heading estimator that constrains its memory to the circular manifold \(S^1\). RingNav learns only the turn between consecutive images, while heading is composed directly on the circle. On the TartanAir Visual SLAM Challenge, RingNav reduces mean absolute turn error by \(27\%\) and accumulated heading error over $4$ sec by \(15\%\) relative to a similarly sized learned-memory model. The structured update also gives exactly zero turn for identical frames and exact cancellation under sequence reversal. Without fine-tuning, RingNav transfers to real-world drone experiments and continues estimating heading under severe visual degradation. RingNav runs at $27.3$Hz on Raspberry Pi Zero 2W and can be deployed on an ultra-low power GAP8 processor at $33.4$Hz.

cs.RO↗

FreeCHROMA: Generative Chroma Keying from Unaligned Background References

In film production, chroma keying composites an approved foreground performance into a new environment, but conventional workflows require coordinated background plates and dedicated harmonization. Recent generative methods often require pre-aligned backgrounds, focus on background-conditioned foreground relighting, or represent the environment only through an edited first frame. These restrictions limit background selection, scene composition, and camera motion while adding preparation or editing effort. We present FreeCHROMA, which adapts a pretrained video diffusion model in a parameter-efficient manner for generative video compositing from one to three unaligned background references. The model integrates the foreground into the referenced environment, preserving foreground identity, motion, and fine visual details while generating a spatiotemporally coherent background. Foreground-background harmonization occurs within the same generation process, without a separate relighting stage. Optional text instructions help disambiguate complex spatial relationships and camera behavior. To train the model, we construct pseudo-paired data from readily available real monocular videos through foreground-background separation and augmentation with existing foundation models. The original videos serve as training targets, while automated processing and quality verification enable scalable data construction. Across reference fidelity, foreground preservation, scene integration, harmonization, and overall video quality, FreeCHROMA consistently outperforms recent compositing and conditional video-generation baselines, with particularly clear gains under camera motion. FreeCHROMA relaxes the constraints of existing tools to enable end-to-end generative chroma keying from unaligned inputs, with exploratory experiments demonstrating its potential in robotics.

cs.CV↗

NeuroAI and Beyond: Bridging Between Advances in Neuroscience and Artificial Intelligence

Neuroscience and Artificial Intelligence (AI) have made impressive progress in recent years but remain only loosely interconnected. Based on a workshop convened by the National Science Foundation in August 2025, we identify three fundamental capability gaps in current AI: the inability to interact with the physical world, inadequate learning that produces brittle systems, and unsustainable energy and data inefficiency. We describe the neuroscience principles that address each: co-design of body and controller, prediction through interaction, multi-scale learning with neuromodulatory control, hierarchical distributed architectures, and sparse event-driven computation. We present a research roadmap organized around these principles at near, mid, and long-term horizons. We argue that realizing this program requires a new generation of researchers trained across the boundary between neuroscience and engineering, and describe the institutional conditions: interdisciplinary training, hardware access, community standards, and ethics, needed to support them. We conclude that NeuroAI, neuroscience-informed artificial intelligence, has the potential to overcome limitations of current AI while deepening our understanding of biological neural computation.

q-bio.NC↗

What to Attend, What to Keep: Skill-Conditioned Visuotactile Representation with Progress-Guided Event Memory

Robotic manipulation integrates vision, touch, and language, whose importance shifts across stages: vision guides reaching, while touch, through its evolution over time, decides grasping, alignment, and contact. Yet existing multi-modal manipulation policies typically use fixed temporal contexts and fusion strategies, despite shifts in what each modality contributes across different skills. We study how vision and touch should be combined at the level of primitive skills, asking what each skill needs from each sensor, and propose a skill-conditioned representation in which the queried skill conditions fusion over modality-specific short-term observation tokens while attending to a sparse event memory that retains terminal observations from the last $K$ executed skills. Evaluated by skill progress estimation on three contact-rich tasks, it reduces slip-detection delay by 87% against fine-tuned SOTA progress models, twist-completion delay by 67.5% against a vision-only ablation, and progress error on a blind search task by 92% through sparse event memory. Gains concentrate exactly where completion is defined by contact or task history. More broadly, our results suggest that observation formation not only policy architecture is a central challenge in multi-modal representation. Project Website: http://what-to-attend-what-to-keep.github.io/

cs.RO↗

HumanEgo: Zero-Shot Robot Learning from Minutes of Human Egocentric Videos

Human egocentric video captures rich manipulation demonstrations without any robot hardware, yet transferring these skills to robots remains challenging due to the embodiment gap between human and robot in both visual appearance and kinematics. We present HumanEgo, a framework that bridges the embodiment gap by lifting each human demonstration to an entity-level representation of hand-object interaction, and training a flow matching policy with dense auxiliary objectives that amplify supervision from every trajectory. HumanEgo is robot-data-free, hardware-agnostic, data-efficient, and zero-shot human-to-robot transferable. With only 30 minutes of human videos per task, HumanEgo achieves 92.5% average success across four real-world tasks (75% with just 15 minutes), outperforms matched-time robot teleoperation by 41%, and robustly transfers zero-shot across novel robots, cameras, and environments. We release HumanEgo as an easy-to-use, open-source framework for learning robot policies directly from human data: https://github.com/TX-Leo/HumanEgo

cs.RO↗

Adversarial Game-Theoretic Algorithm for Dexterous Grasp Synthesis

For many complex tasks, multi-finger robot hands are poised to revolutionize how we interact with the world, but reliably grasping objects remains a significant challenge. We focus on the problem of synthesizing grasps for multi-finger robot hands that, given a target object's geometry and pose, computes a hand configuration. Existing approaches often struggle to produce reliable grasps that sufficiently constrain object motion, leading to instability under disturbances and failed grasps. A key reason is that during grasp generation, they typically focus on resisting a single wrench, while ignoring the object's potential for adversarial movements, such as escaping. We propose a new grasp-synthesis approach that explicitly captures and leverages the adversarial object motion in grasp generation by formulating the problem as a two-player game. One player controls the robot to generate feasible grasp configurations, while the other adversarially controls the object to seek motions that attempt to escape from the grasp. Simulation experiments on various robot platforms and target objects show that our approach achieves a success rate of 75.78%, up to 19.61% higher than the state-of-the-art baseline. The two-player game mechanism improves the grasping success rate by 27.40% over the method without the game formulation. Our approach requires only 0.28-1.04 seconds on average to generate a grasp configuration, depending on the robot platform, making it suitable for real-world deployment. In real-world experiments, our approach achieves an average success rate of 85.0% on ShadowHand and 87.5% on LeapHand, which confirms its feasibility and effectiveness in real robot setups.

cs.RO↗

ControlTac: Scaling Tactile Data with Physically Controlled Tactile Image Generation

Vision-based tactile sensing is widely used in perception, reconstruction, and robotic manipulation, yet collecting large-scale tactile data remains costly due to diverse sensor-object interactions and inconsistencies across sensor instances. Existing approaches to scaling tactile data---simulation and free-form tactile generation---often yield unrealistically rendered signals with poor transfer to highly dynamic real-world tasks. We propose \name, a two-stage controllable tactile image generation framework that generates realistic tactile images conditioned on a single reference tactile image, contact force, and contact pose. By grounding generation in these important physical priors, \name synthesizes realistic samples across different sensors while effectively capturing task-relevant variations. Across a series of downstream tasks and real-world experiments, such as object insertion, imitation learning, and object weighting, the augmented datasets using our approach consistently improve performance and demonstrate practical utility in dynamic real-world settings. Project page: https://dongyuluo.github.io/controltac.

cs.CV↗

WaterGen: Decoupling Scene and Medium in Underwater Image Generation

Underwater computer vision tasks, such as detection, restoration, and segmentation, are limited by the scarcity of large-scale and diverse training data. We introduce WaterGen, a method for generating large-scale, realistic, and diverse underwater images that provides independent control of the scene and water medium conditions. Our approach treats underwater image generation as the decoupled control of two factors: realistic and diverse scene content (what is in the image), and accurate and controllable water medium effects (what the water does to the image). Existing methods generally achieve only part of this objective: they either provide controllability with limited realism or diversity, or generate realistic scenes without accurately and independently modeling water-medium effects. Our key insight, that allows us to avoid this compromise, is that scene generation and medium modeling can be decoupled within a latent diffusion framework, enabling diverse scene generation together with accurate and controllable underwater appearance. To do this, we decompose underwater image synthesis into two stages. First, we fine-tune the latent diffusion U-Net using degradation-free underwater images so that it learns to generate diverse and realistic latent embeddings of underwater scene content without medium-induced degradation. Second, we formulate the physically accurate medium degradation synthesis as a conditional decoding process applied to these latent embeddings. This decoupled design allows our model to generate diverse scenes with full control of underwater appearance. We leverage WaterGen to build large-scale synthetic underwater datasets that are diverse in scene structures and accurate in water effects and pseudo-labels. We demonstrate that our synthetic data consistently improve downstream performance in underwater restoration and semantic segmentation.

cs.CV↗

ForceBand: Learning Forceful Manipulation with sEMG

Human demonstrations are a scalable data source for learning robot manipulation policies. However, common sources of human demonstration data, such as motion-capture trajectories and internet videos, capture mostly motion and appearance while missing the contact forces that are critical for force-sensitive manipulation. In this paper, we introduce ForceBand, a low-cost wrist-worn sEMG system that turns human muscle activity into force-enriched demonstrations. We first collect a 10-hour multimodal dataset containing egocentric video, sEMG, IMU, and fingertip force measurements across diverse actions and objects. Using this dataset, we pre-train an EMG2Force model that predicts per-finger forces from sEMG and IMU signals. After a short user-specific calibration, users can collect target-task demonstrations using only ForceBand and video; EMG2Force then labels these demonstrations with per-finger force traces, producing force-augmented demonstrations for robot policy learning. Experiments show that ForceBand recovers fine-grained fingertip interactions with over 50% lower force prediction error than vision-based baselines and achieves an 87% success rate on pick, squeeze, and place tasks that require object-specific force control across objects with diverse shapes, sizes, and weights. Project website: https://forceband-emg.github.io

cs.RO↗

First Frame Is the Place to Go for Video Content Customization

What role does the first frame play in video generation models? Traditionally, it's viewed as the spatial-temporal starting point of a video, merely a seed for subsequent animation. In this work, we reveal a fundamentally different perspective: video models implicitly treat the first frame as a conceptual memory buffer that stores visual entities for later reuse during generation. Leveraging this insight, we show that it's possible to achieve robust and generalized video content customization in diverse scenarios, using only 20-50 training examples without architectural changes or large-scale finetuning. This unveils a powerful, overlooked capability of video generation models for reference-based video customization.

cs.CV↗

From Inpainting to Layer Decomposition: Repurposing Generative Inpainting Models for Image Layer Decomposition

Images can be viewed as layered compositions, foreground objects over background, with potential occlusions. This layered representation enables independent editing of elements, offering greater flexibility for content creation. Despite the progress in large generative models, decomposing a single image into layers remains challenging due to limited methods and data. We observe a strong connection between layer decomposition and in/outpainting tasks, and propose adapting a diffusion-based inpainting model for layer decomposition using lightweight finetuning. To further preserve detail in the latent space, we introduce a novel multi-modal context fusion module with linear attention complexity. Our model is trained purely on a synthetic dataset constructed from open-source assets and achieves superior performance in object removal and occlusion recovery, unlocking new possibilities in downstream editing and creative applications.

cs.CV↗

FEEL (Force-Enhanced Egocentric Learning): A Dataset for Physical Action Understanding

We introduce FEEL (Force-Enhanced Egocentric Learning), the first large-scale dataset pairing force measurements gathered from custom piezoresistive gloves with egocentric video. Our gloves enable scalable data collection, and FEEL contains approximately 3 million force-synchronized frames of natural unscripted manipulation in kitchen environments, with 45% of frames involving hand-object contact. Because force is the underlying cause that drives physical interaction, it is a critical primitive for physical action understanding. We demonstrate the utility of force for physical action understanding through application of FEEL to two families of tasks: (1) contact understanding, where we jointly perform temporal contact segmentation and pixel-level contacted object segmentation; and, (2) action representation learning, where force prediction serves as a self-supervised pretraining objective for video backbones. We achieve state-of-the-art temporal contact segmentation results and competitive pixel-level segmentation results without any need for manual contacted object segmentation annotations. Furthermore we demonstrate that action representation learning with FEEL improves transfer performance on action understanding tasks without any manual labels over EPIC-Kitchens, SomethingSomething-V2, EgoExo4D and Meccano.

cs.CV↗

Monocular Reconstruction of Neural Tactile Fields

Robots operating in the real world must plan through environments that deform, yield, and reconfigure under contact, requiring interaction-aware 3D representations that extend beyond static geometric occupancy. To address this, we introduce neural tactile fields, a novel 3D representation that maps spatial locations to the expected tactile response upon contact. Our model predicts these neural tactile fields from a single monocular RGB image -- the first method to do so. When integrated with off-the-shelf path planners, neural tactile fields enable robots to generate paths that avoid high-resistance objects while deliberately routing through low-resistance regions (e.g. foliage), rather than treating all occupied space as equally impassable. Empirically, our learning framework improves volumetric 3D reconstruction by $85.8\%$ and surface reconstruction by $26.7\%$ compared to state-of-the-art monocular 3D reconstruction methods (LRM and Direct3D).

cs.RO↗

HiCL: Hippocampal-Inspired Continual Learning

We propose HiCL, a novel hippocampal-inspired dual-memory continual learning architecture designed to mitigate catastrophic forgetting by using elements inspired by the hippocampal circuitry. Our system encodes inputs through a grid-cell-like layer, followed by sparse pattern separation using a dentate gyrus-inspired module with top-k sparsity. Episodic memory traces are maintained in a CA3-like autoassociative memory. Task-specific processing is dynamically managed via a DG-gated mixture-of-experts mechanism, wherein inputs are routed to experts based on cosine similarity between their normalized sparse DG representations and learned task-specific DG prototypes computed through online exponential moving averages. This biologically grounded yet mathematically principled gating strategy enables differentiable, scalable task-routing without relying on a separate gating network, and enhances the model's adaptability and efficiency in learning multiple sequential tasks. Cortical outputs are consolidated using Elastic Weight Consolidation weighted by inter-task similarity. Crucially, we incorporate prioritized replay of stored patterns to reinforce essential past experiences. Evaluations on standard continual learning benchmarks demonstrate the effectiveness of our architecture in reducing task interference, achieving near state-of-the-art results in continual learning tasks at lower computational costs. Our code is available here https://github.com/kushalk173-sc/HiCL.

cs.LG↗

DREAM: Domain-aware Reasoning for Efficient Autonomous Underwater Monitoring

The ocean is warming and acidifying, increasing the risk of mass mortality events for temperature-sensitive shellfish such as oysters. This motivates the development of long-term monitoring systems. However, human labor is costly and long-duration underwater work is highly hazardous, thus favoring robotic solutions as a safer and more efficient option. To enable underwater robots to make real-time, environment-aware decisions without human intervention, we must equip them with an intelligent "brain." This highlights the need for persistent,wide-area, and low-cost benthic monitoring. To this end, we present DREAM, a Vision Language Model (VLM)-guided autonomy framework for long-term underwater exploration and habitat monitoring. The results show that our framework is highly efficient in finding and exploring target objects (e.g., oysters, shipwrecks) without prior location information. In the oyster-monitoring task, our framework takes 31.5% less time than the previous baseline with the same amount of oysters. Compared to the vanilla VLM, it uses 23% fewer steps while covering 8.88% more oysters. In shipwreck scenes, our framework successfully explores and maps the wreck without collisions, requiring 27.5% fewer steps than the vanilla model and achieving 100% coverage, while the vanilla model achieves 60.23% average coverage in our shipwreck environments.

cs.RO↗

Artificial Microsaccade Compensation: Stable Vision for an Ornithopter

Animals with foveated vision, including humans, experience microsaccades, small, rapid eye movements that they are not aware of. Inspired by this phenomenon, we develop a method for "Artificial Microsaccade Compensation". It can stabilize video captured by a tailless ornithopter that has resisted attempts to use camera-based sensing because it shakes at 12-20 Hz. Our approach minimizes changes in image intensity by optimizing over 3D rotation represented in SO(3). This results in a stabilized video, computed in real time, suitable for human viewing, and free from distortion. When adapted to hold a fixed viewing orientation, up to occasional saccades, it can dramatically reduce inter-frame motion while also benefiting from an efficient recursive update. When compared to Adobe Premier Pro's warp stabilizer, which is widely regarded as the best commercial video stabilization software available, our method achieves higher quality results while also running in real time.

cs.RO↗