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Yonghyeon Lee

Publications and source records attributed to Yonghyeon Lee.

16 recordsLinked to original sources

Rotation-Invariant Multi-IMU Activity Recognition under Independent Per-Location Orientation Shifts

Human Activity Recognition (HAR) with self-administered wearables, such as at-home rehabilitation and exercise monitoring, often requires reattaching inertial measurement units (IMUs) across sessions. In multi-IMU settings, this can induce independent orientation offsets across body locations, a deployment shift that conventional scalar HAR models do not structurally handle. Existing remedies rely on rotation augmentation, whose robustness depends on sampled transformations, or calibration and orientationnormalization pipelines requiring additional reference-frame assumptions or explicit procedures. We present Truly Rotation-Invariant HAR (TRI-HAR), a rotation-invariant framework that makes robustness to independent per-location IMU orientation offsets a structural model property. TRI-HAR reshapes accelerometer and gyroscope streams into triaxial vectors, applies a shared SO(3)-equivariant backbone and invariant projection to each IMU location, and fuses the resulting invariant features for activity classification. Across four multi-IMU benchmarks, TRI-HAR preserves macro-F1 under fixed independent per-location SO(3) rotations and outperforms rotation-augmented baselines under this target shift without requiring rotational augmentation.

cs.AI

Learning Reactive Dexterous Grasping via Hierarchical Task-Space RL Planning and Joint-Space QP Control

In this work, we propose a hybrid hierarchical control framework for reactive dexterous grasping that explicitly decouples high-level spatial intent from low-level joint execution. We introduce a multi-agent reinforcement learning architecture, specialized into distinct arm and hand agents, that acts as a high-level planner by generating desired task-space velocity commands. These commands are then processed by a GPU-parallelized quadratic programming controller, which translates them into feasible joint velocities while strictly enforcing kinematic limits and collision avoidance. This structural isolation not only accelerates training convergence but also strictly enforces hardware safety. Furthermore, the architecture unlocks zero-shot steerability, allowing system operators to dynamically adjust safety margins and avoid dynamic obstacles without retraining the policy. We extensively validate the proposed framework through a rigorous simulation-to-reality pipeline. Real-world hardware experiments on a 7-DoF arm equipped with a 20-DoF anthropomorphic hand demonstrate highly robust zero-shot transferability for dexterous grasping to a diverse set of unseen objects, highlighting the system's ability to reactively recover from unexpected physical disturbances in unstructured environments.

cs.RO

Point2Pose: Occlusion-Recovering 6D Pose Tracking and 3D Reconstruction for Multiple Unknown Objects Via 2D Point Trackers

We present Point2Pose, a model-free method for causal 6D pose tracking of multiple rigid objects from monocular RGB-D video. Initialized only from sparse image points on the objects, our approach tracks multiple unseen objects without requiring object CAD models or category priors. Point2Pose leverages a 2D point tracker to obtain long-range correspondences, enabling instant recovery after complete occlusion. Simultaneously, the system incrementally reconstructs an online Truncated Signed Distance Function (TSDF) representation of the tracked targets. Alongside the method, we introduce a new multi-object tracking dataset comprising both simulation and real-world sequences, with motion-capture ground truth for evaluation. Experiments show that Point2Pose trades some single-object pose accuracy for broader model-free tracking capabilities, including multi-object tracking and recovery from complete occlusion. Project page: https://point2pose.github.io/.

cs.CV

LEGO: Latent-space Exploration for Geometry-aware Optimization of Humanoid Kinematic Design

Designing robot morphologies and kinematics has traditionally relied on human intuition, with little systematic foundation. Motion-design co-optimization offers a promising path toward automation, but two major challenges remain: (i) the vast, unstructured design space and (ii) the difficulty of constructing task-specific loss functions. We propose a new paradigm that minimizes human involvement by (i) learning the design search space from existing mechanical designs, rather than hand-crafting it, and (ii) defining the loss directly from human motion data via motion retargeting and Procrustes analysis. Using screw-theory-based joint axis representation and isometric manifold learning, we construct a compact, geometry-preserving latent space of humanoid upper body designs in which optimization is tractable. We then solve design optimization in this latent space using gradient-free optimization. Our approach establishes a principled framework for data-driven robot design and demonstrates that leveraging existing designs and human motion can effectively guide the automated discovery of novel robot design.

cs.RO

AnyCamVLA: Zero-Shot Camera Adaptation for Viewpoint Robust Vision-Language-Action Models

Despite remarkable progress in Vision-Language-Action models (VLAs) for robot manipulation, these large pre-trained models require fine-tuning to be deployed in specific environments. These fine-tuned models are highly sensitive to camera viewpoint changes that frequently occur in unstructured environments. In this paper, we propose a zero-shot camera adaptation framework without additional demonstration data, policy fine-tuning, or architectural modification. Our key idea is to virtually adjust test-time camera observations to match the training camera configuration in real-time. For that, we use a recent feed-forward novel view synthesis model which outputs high-quality target view images, handling both extrinsic and intrinsic parameters. This plug-and-play approach preserves the pre-trained capabilities of VLAs and applies to any RGB-based policy. Through extensive experiments on the LIBERO benchmark, our method consistently outperforms baselines that use data augmentation for policy fine-tuning or additional 3D-aware features for visual input. We further validate that our approach constantly enhances viewpoint robustness in real-world robotic manipulation scenarios, including settings with varying camera extrinsics, intrinsics, and freely moving handheld cameras. Project Page: https://heo0224.github.io/AnyCamVLA/

cs.RO

High-Bandwidth Tactile-Reactive Control for Grasp Adjustment

Vision-only grasping systems are fundamentally constrained by calibration errors, sensor noise, and grasp pose prediction inaccuracies, leading to unavoidable contact uncertainty in the final stage of grasping. High-bandwidth tactile feedback, when paired with a well-designed tactile-reactive controller, can significantly improve robustness in the presence of perception errors. This paper contributes to controller design by proposing a purely tactile-feedback grasp-adjustment algorithm. The proposed controller requires neither prior knowledge of the object's geometry nor an accurate grasp pose, and is capable of refining a grasp even when starting from a crude, imprecise initial configuration and uncertain contact points. Through simulation studies and real-world experiments on a 15-DoF arm-hand system (featuring an 8-DoF hand) equipped with fingertip tactile sensors operating at 200 Hz, we demonstrate that our tactile-reactive grasping framework effectively improves grasp stability.

cs.RO

Hierarchical Reactive Grasping via Task-Space Velocity Fields and Joint-Space Quadratic Programming

We present a fast and reactive grasping framework that combines task-space velocity fields with joint-space Quadratic Program (QP) in a hierarchical structure. Reactive, collision-free global motion planning is particularly challenging for high-DoF systems, as simultaneous increases in state dimensionality and planning horizon trigger a combinatorial explosion of the search space, making real-time planning intractable. To address this, we plan globally in a lower-dimensional task space, such as fingertip positions, and track locally in the full joint space while enforcing all constraints. This approach is realized by constructing velocity fields in multiple task-space coordinates (or, in some cases, a subset of joint coordinates) and solving a weighted joint-space QP to compute joint velocities that track these fields with appropriately assigned priorities. Through simulation experiments and real-world tests using the recent pose-tracking algorithm FoundationPose, we verify that our method enables high-DoF arm-hand systems to perform real-time, collision-free reaching motions while adapting to dynamic environments and external disturbances.

cs.RO

Point2Act: Efficient 3D Distillation of Multimodal LLMs for Zero-Shot Context-Aware Grasping

We propose Point2Act, which directly retrieves the 3D action point relevant to a contextually described task, leveraging Multimodal Large Language Models (MLLMs). Foundation models opened the possibility for generalist robots that can perform a zero-shot task following natural language descriptions within an unseen environment. While the semantics obtained from large-scale image and language datasets provide contextual understanding in 2D images, the rich yet nuanced features deduce blurry 2D regions and struggle to find precise 3D locations for actions. Our proposed 3D relevancy fields bypass the high-dimensional features and instead efficiently imbue lightweight 2D point-level guidance tailored to the task-specific action. The multi-view aggregation effectively compensates for misalignments due to geometric ambiguities, such as occlusion, or semantic uncertainties inherent in the language descriptions. The output region is highly localized, reasoning fine-grained 3D spatial context that can directly transfer to an explicit position for physical action at the on-the-fly reconstruction of the scene. Our full-stack pipeline, which includes capturing, MLLM querying, 3D reconstruction, and grasp pose extraction, generates spatially grounded responses in under 20 seconds, facilitating practical manipulation tasks. Project page: https://sangminkim-99.github.io/point2act/

cs.RO

ScrewSplat: An End-to-End Method for Articulated Object Recognition

Articulated object recognition -- the task of identifying both the geometry and kinematic joints of objects with movable parts -- is essential for enabling robots to interact with everyday objects such as doors and laptops. However, existing approaches often rely on strong assumptions, such as a known number of articulated parts; require additional inputs, such as depth images; or involve complex intermediate steps that can introduce potential errors -- limiting their practicality in real-world settings. In this paper, we introduce ScrewSplat, a simple end-to-end method that operates solely on RGB observations. Our approach begins by randomly initializing screw axes, which are then iteratively optimized to recover the object's underlying kinematic structure. By integrating with Gaussian Splatting, we simultaneously reconstruct the 3D geometry and segment the object into rigid, movable parts. We demonstrate that our method achieves state-of-the-art recognition accuracy across a diverse set of articulated objects, and further enables zero-shot, text-guided manipulation using the recovered kinematic model. See the project website at: https://screwsplat.github.io.

cs.RO

DreamGrasp: Zero-Shot 3D Multi-Object Reconstruction from Partial-View Images for Robotic Manipulation

Partial-view 3D recognition -- reconstructing 3D geometry and identifying object instances from a few sparse RGB images -- is an exceptionally challenging yet practically essential task, particularly in cluttered, occluded real-world settings where full-view or reliable depth data are often unavailable. Existing methods, whether based on strong symmetry priors or supervised learning on curated datasets, fail to generalize to such scenarios. In this work, we introduce DreamGrasp, a framework that leverages the imagination capability of large-scale pre-trained image generative models to infer the unobserved parts of a scene. By combining coarse 3D reconstruction, instance segmentation via contrastive learning, and text-guided instance-wise refinement, DreamGrasp circumvents limitations of prior methods and enables robust 3D reconstruction in complex, multi-object environments. Our experiments show that DreamGrasp not only recovers accurate object geometry but also supports downstream tasks like sequential decluttering and target retrieval with high success rates.

cs.RO

Differentiable Motion Manifold Primitives for Reactive Motion Generation under Kinodynamic Constraints

Real-time motion generation -- which is essential for achieving reactive and adaptive behavior -- under kinodynamic constraints for high-dimensional systems is a crucial yet challenging problem. We address this with a two-step approach: offline learning of a lower-dimensional trajectory manifold of task-relevant, constraint-satisfying trajectories, followed by rapid online search within this manifold. Extending the discrete-time Motion Manifold Primitives (MMP) framework, we propose Differentiable Motion Manifold Primitives (DMMP), a novel neural network architecture that encodes and generates continuous-time, differentiable trajectories, trained using data collected offline through trajectory optimizations, with a strategy that ensures constraint satisfaction -- absent in existing methods. Experiments on dynamic throwing with a 7-DoF robot arm demonstrate that DMMP outperforms prior methods in planning speed, task success, and constraint satisfaction.

cs.RO

MMP++: Motion Manifold Primitives with Parametric Curve Models

Motion Manifold Primitives (MMP), a manifold-based approach for encoding basic motion skills, can produce diverse trajectories, enabling the system to adapt to unseen constraints. Nonetheless, we argue that current MMP models lack crucial functionalities of movement primitives, such as temporal and via-points modulation, found in traditional approaches. This shortfall primarily stems from MMP's reliance on discrete-time trajectories. To overcome these limitations, we introduce Motion Manifold Primitives++ (MMP++), a new model that integrates the strengths of both MMP and traditional methods by incorporating parametric curve representations into the MMP framework. Furthermore, we identify a significant challenge with MMP++: performance degradation due to geometric distortions in the latent space, meaning that similar motions are not closely positioned. To address this, Isometric Motion Manifold Primitives++ (IMMP++) is proposed to ensure the latent space accurately preserves the manifold's geometry. Our experimental results across various applications, including 2-DoF planar motions, 7-DoF robot arm motions, and SE(3) trajectory planning, show that MMP++ and IMMP++ outperform existing methods in trajectory generation tasks, achieving substantial improvements in some cases. Moreover, they enable the modulation of latent coordinates and via-points, thereby allowing efficient online adaptation to dynamic environments.

cs.AI

Motion Manifold Flow Primitives for Task-Conditioned Trajectory Generation under Complex Task-Motion Dependencies

Effective movement primitives should be capable of encoding and generating a rich repertoire of trajectories -- typically collected from human demonstrations -- conditioned on task-defining parameters such as vision or language inputs. While recent methods based on the motion manifold hypothesis, which assumes that a set of trajectories lies on a lower-dimensional nonlinear subspace, address challenges such as limited dataset size and the high dimensionality of trajectory data, they often struggle to capture complex task-motion dependencies, i.e., when motion distributions shift drastically with task variations. To address this, we introduce Motion Manifold Flow Primitives (MMFP), a framework that decouples the training of the motion manifold from task-conditioned distributions. Specifically, we employ flow matching models, state-of-the-art conditional deep generative models, to learn task-conditioned distributions in the latent coordinate space of the learned motion manifold. Experiments are conducted on language-guided trajectory generation tasks, where many-to-many text-motion correspondences introduce complex task-motion dependencies, highlighting MMFP's superiority over existing methods.

cs.RO

A Geometric Perspective on Autoencoders

This paper presents the geometric aspect of the autoencoder framework, which, despite its importance, has been relatively less recognized. Given a set of high-dimensional data points that approximately lie on some lower-dimensional manifold, an autoencoder learns the \textit{manifold} and its \textit{coordinate chart}, simultaneously. This geometric perspective naturally raises inquiries like "Does a finite set of data points correspond to a single manifold?" or "Is there only one coordinate chart that can represent the manifold?". The responses to these questions are negative, implying that there are multiple solution autoencoders given a dataset. Consequently, they sometimes produce incorrect manifolds with severely distorted latent space representations. In this paper, we introduce recent geometric approaches that address these issues.

cs.LG

On Explicit Curvature Regularization in Deep Generative Models

We propose a family of curvature-based regularization terms for deep generative model learning. Explicit coordinate-invariant formulas for both intrinsic and extrinsic curvature measures are derived for the case of arbitrary data manifolds embedded in higher-dimensional Euclidean space. Because computing the curvature is a highly computation-intensive process involving the evaluation of second-order derivatives, efficient formulas are derived for approximately evaluating intrinsic and extrinsic curvatures. Comparative studies are conducted that compare the relative efficacy of intrinsic versus extrinsic curvature-based regularization measures, as well as performance comparisons against existing autoencoder training methods. Experiments involving noisy motion capture data confirm that curvature-based methods outperform existing autoencoder regularization methods, with intrinsic curvature measures slightly more effective than extrinsic curvature measures.

cs.AI

Evaluating Out-of-Distribution Detectors Through Adversarial Generation of Outliers

A reliable evaluation method is essential for building a robust out-of-distribution (OOD) detector. Current robustness evaluation protocols for OOD detectors rely on injecting perturbations to outlier data. However, the perturbations are unlikely to occur naturally or not relevant to the content of data, providing a limited assessment of robustness. In this paper, we propose Evaluation-via-Generation for OOD detectors (EvG), a new protocol for investigating the robustness of OOD detectors under more realistic modes of variation in outliers. EvG utilizes a generative model to synthesize plausible outliers, and employs MCMC sampling to find outliers misclassified as in-distribution with the highest confidence by a detector. We perform a comprehensive benchmark comparison of the performance of state-of-the-art OOD detectors using EvG, uncovering previously overlooked weaknesses.

cs.CR