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Yuexin Ma

Publications and source records attributed to Yuexin Ma.

At least 37 records · Page 2Linked to original sources

AffordGrasp: Cross-Modal Diffusion for Affordance-Aware Grasp Synthesis

Generating human grasping poses that accurately reflect both object geometry and user-specified interaction semantics is essential for natural hand-object interactions in AR/VR and embodied AI. However, existing semantic grasping approaches struggle with the large modality gap between 3D object representations and textual instructions, and often lack explicit spatial or semantic constraints, leading to physically invalid or semantically inconsistent grasps. In this work, we present AffordGrasp, a diffusion-based framework that produces physically stable and semantically faithful human grasps with high precision. We first introduce a scalable annotation pipeline that automatically enriches hand-object interaction datasets with fine-grained structured language labels capturing interaction intent. Building upon these annotations, AffordGrasp integrates an affordance-aware latent representation of hand poses with a dual-conditioning diffusion process, enabling the model to jointly reason over object geometry, spatial affordances, and instruction semantics. A distribution adjustment module further enforces physical contact consistency and semantic alignment. We evaluate AffordGrasp across four instruction-augmented benchmarks derived from HO-3D, OakInk, GRAB, and AffordPose, and observe substantial improvements over state-of-the-art methods in grasp quality, semantic accuracy, and diversity.

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UniBioTransfer: A Unified Framework for Multiple Biometrics Transfer

Deepface generation has traditionally followed a task-driven paradigm, where distinct tasks (e.g., face transfer and hair transfer) are addressed by task-specific models. Nevertheless, this single-task setting severely limits model generalization and scalability. A unified model capable of solving multiple deepface generation tasks in a single pass represents a promising and practical direction, yet remains challenging due to data scarcity and cross-task conflicts arising from heterogeneous attribute transformations. To this end, we propose UniBioTransfer, the first unified framework capable of handling both conventional deepface tasks (e.g., face transfer and face reenactment) and shape-varying transformations (e.g., hair transfer and head transfer). Besides, UniBioTransfer naturally generalizes to unseen tasks, like lip, eye, and glasses transfer, with minimal fine-tuning. Generally, UniBioTransfer addresses data insufficiency in multi-task generation through a unified data construction strategy, including a swapping-based corruption mechanism designed for spatially dynamic attributes like hair. It further mitigates cross-task interference via an innovative BioMoE, a mixture-of-experts based model coupled with a novel two-stage training strategy that effectively disentangles task-specific knowledge. Extensive experiments demonstrate the effectiveness, generalization, and scalability of UniBioTransfer, outperforming both existing unified models and task-specific methods across a wide range of deepface generation tasks. Project page is at https://scy639.github.io/UniBioTransfer.github.io/

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FlashCap: Millisecond-Accurate Human Motion Capture via Flashing LEDs and Event-Based Vision

Precise motion timing (PMT) is crucial for swift motion analysis. A millisecond difference may determine victory or defeat in sports competitions. Despite substantial progress in human pose estimation (HPE), PMT remains largely overlooked by the HPE community due to the limited availability of high-temporal-resolution labeled datasets. Today, PMT is achieved using high-speed RGB cameras in specialized scenarios such as the Olympic Games; however, their high costs, light sensitivity, bandwidth, and computational complexity limit their feasibility for daily use. We developed FlashCap, the first flashing LED-based MoCap system for PMT. With FlashCap, we collect a millisecond-resolution human motion dataset, FlashMotion, comprising the event, RGB, LiDAR, and IMU modalities, and demonstrate its high quality through rigorous validation. To evaluate the merits of FlashMotion, we perform two tasks: precise motion timing and high-temporal-resolution HPE. For these tasks, we propose ResPose, a simple yet effective baseline that learns residual poses based on events and RGBs. Experimental results show that ResPose reduces pose estimation errors by ~40% and achieves millisecond-level timing accuracy, enabling new research opportunities. The dataset and code will be shared with the community.

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Gaze-guided Hand-Object Interaction Synthesis: Dataset and Method

Gaze plays a crucial role in revealing human attention and intention, particularly in hand-object interaction scenarios, where it guides and synchronizes complex tasks that require precise coordination between the brain, hand, and object. Motivated by this, we introduce a novel task: Gaze-Guided Hand-Object Interaction Synthesis, with potential applications in augmented reality, virtual reality, and assistive technologies. To support this task, we present GazeHOI, the first dataset to capture simultaneous 3D modeling of gaze, hand, and object interactions. This task poses significant challenges due to the inherent sparsity and noise in gaze data, as well as the need for high consistency and physical plausibility in generating hand and object motions. To tackle these issues, we propose a stacked gaze-guided hand-object interaction diffusion model, named GHO-Diffusion. The stacked design effectively reduces the complexity of motion generation. We also introduce HOI-Manifold Guidance during the sampling stage of GHO-Diffusion, enabling fine-grained control over generated motions while maintaining the data manifold. Additionally, we propose a spatial-temporal gaze feature encoding for the diffusion condition and select diffusion results based on consistency scores between gaze-contact maps and gaze-interaction trajectories. Extensive experiments highlight the effectiveness of our method and the unique contributions of our dataset. More details in https://takiee.github.io/gaze-hoi/.

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The RoboSense Challenge: Sense Anything, Navigate Anywhere, Adapt Across Platforms

Autonomous systems are increasingly deployed in open and dynamic environments -- from city streets to aerial and indoor spaces -- where perception models must remain reliable under sensor noise, environmental variation, and platform shifts. However, even state-of-the-art methods often degrade under unseen conditions, highlighting the need for robust and generalizable robot sensing. The RoboSense 2025 Challenge is designed to advance robustness and adaptability in robot perception across diverse sensing scenarios. It unifies five complementary research tracks spanning language-grounded decision making, socially compliant navigation, sensor configuration generalization, cross-view and cross-modal correspondence, and cross-platform 3D perception. Together, these tasks form a comprehensive benchmark for evaluating real-world sensing reliability under domain shifts, sensor failures, and platform discrepancies. RoboSense 2025 provides standardized datasets, baseline models, and unified evaluation protocols, enabling large-scale and reproducible comparison of robust perception methods. The challenge attracted 143 teams from 85 institutions across 16 countries, reflecting broad community engagement. By consolidating insights from 23 winning solutions, this report highlights emerging methodological trends, shared design principles, and open challenges across all tracks, marking a step toward building robots that can sense reliably, act robustly, and adapt across platforms in real-world environments.

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MoE3D: Mixture of Experts meets Multi-Modal 3D Understanding

Multi-modal 3D understanding is a fundamental task in computer vision. Previous multi-modal fusion methods typically employ a single, dense fusion network, struggling to handle the significant heterogeneity and complexity across modalities, leading to suboptimal performance. In this paper, we propose MoE3D, which integrates Mixture of Experts (MoE) into the multi-modal learning framework. The core is that we deploy a set of specialized "expert" networks, each adept at processing a specific modality or a mode of cross-modal interaction. Specifically, the MoE-based transformer is designed to better utilize the complementary information hidden in the visual features. Information aggregation module is put forward to further enhance the fusion performance. Top-1 gating is employed to make one expert process features with expert groups, ensuring high efficiency. We further propose a progressive pre-training strategy to better leverage the semantic and 2D prior, thus equipping the network with good initialization. Our MoE3D achieves competitive performance across four prevalent 3D understanding tasks. Notably, our MoE3D surpasses the top-performing counterpart by 6.1 mIoU on Multi3DRefer.

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Wonder3D++: Cross-domain Diffusion for High-fidelity 3D Generation from a Single Image

In this work, we introduce \textbf{Wonder3D++}, a novel method for efficiently generating high-fidelity textured meshes from single-view images. Recent methods based on Score Distillation Sampling (SDS) have shown the potential to recover 3D geometry from 2D diffusion priors, but they typically suffer from time-consuming per-shape optimization and inconsistent geometry. In contrast, certain works directly produce 3D information via fast network inferences, but their results are often of low quality and lack geometric details. To holistically improve the quality, consistency, and efficiency of single-view reconstruction tasks, we propose a cross-domain diffusion model that generates multi-view normal maps and the corresponding color images. To ensure the consistency of generation, we employ a multi-view cross-domain attention mechanism that facilitates information exchange across views and modalities. Lastly, we introduce a cascaded 3D mesh extraction algorithm that drives high-quality surfaces from the multi-view 2D representations in only about $3$ minute in a coarse-to-fine manner. Our extensive evaluations demonstrate that our method achieves high-quality reconstruction results, robust generalization, and good efficiency compared to prior works. Code available at https://github.com/xxlong0/Wonder3D/tree/Wonder3D_Plus.

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A Unified and Fast-Sampling Diffusion Bridge Framework via Stochastic Optimal Control

Recent advances in diffusion bridge models leverage Doob's $h$-transform to establish fixed endpoints between distributions, demonstrating promising results in image translation and restoration tasks. However, these approaches often produce blurred or excessively smoothed image details and lack a comprehensive theoretical foundation to explain these shortcomings. To address these limitations, we propose UniDB, a unified and fast-sampling framework for diffusion bridges based on Stochastic Optimal Control (SOC). We reformulate the problem through an SOC-based optimization, proving that existing diffusion bridges employing Doob's $h$-transform constitute a special case, emerging when the terminal penalty coefficient in the SOC cost function tends to infinity. By incorporating a tunable terminal penalty coefficient, UniDB achieves an optimal balance between control costs and terminal penalties, substantially improving detail preservation and output quality. To avoid computationally expensive costs of iterative Euler sampling methods in UniDB, we design a training-free accelerated algorithm by deriving exact closed-form solutions for UniDB's reverse-time SDE. It is further complemented by replacing conventional noise prediction with a more stable data prediction model, along with an SDE-Corrector mechanism that maintains perceptual quality for low-step regimes, effectively reducing error accumulation. Extensive experiments across diverse image restoration tasks validate the superiority and adaptability of the proposed framework, bridging the gap between theoretical generality and practical efficiency. Our code is available online https://github.com/2769433owo/UniDB-plusplus.

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MOSPA: Human Motion Generation Driven by Spatial Audio

Enabling virtual humans to dynamically and realistically respond to diverse auditory stimuli remains a key challenge in character animation, demanding the integration of perceptual modeling and motion synthesis. Despite its significance, this task remains largely unexplored. Most previous works have primarily focused on mapping modalities like speech, audio, and music to generate human motion. As of yet, these models typically overlook the impact of spatial features encoded in spatial audio signals on human motion. To bridge this gap and enable high-quality modeling of human movements in response to spatial audio, we introduce the first comprehensive Spatial Audio-Driven Human Motion (SAM) dataset, which contains diverse and high-quality spatial audio and motion data. For benchmarking, we develop a simple yet effective diffusion-based generative framework for human MOtion generation driven by SPatial Audio, termed MOSPA, which faithfully captures the relationship between body motion and spatial audio through an effective fusion mechanism. Once trained, MOSPA can generate diverse, realistic human motions conditioned on varying spatial audio inputs. We perform a thorough investigation of the proposed dataset and conduct extensive experiments for benchmarking, where our method achieves state-of-the-art performance on this task. Our code and model are publicly available at https://github.com/xsy27/Mospa-Acoustic-driven-Motion-Generation

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FreqPolicy: Frequency Autoregressive Visuomotor Policy with Continuous Tokens

Learning effective visuomotor policies for robotic manipulation is challenging, as it requires generating precise actions while maintaining computational efficiency. Existing methods remain unsatisfactory due to inherent limitations in the essential action representation and the basic network architectures. We observe that representing actions in the frequency domain captures the structured nature of motion more effectively: low-frequency components reflect global movement patterns, while high-frequency components encode fine local details. Additionally, robotic manipulation tasks of varying complexity demand different levels of modeling precision across these frequency bands. Motivated by this, we propose a novel paradigm for visuomotor policy learning that progressively models hierarchical frequency components. To further enhance precision, we introduce continuous latent representations that maintain smoothness and continuity in the action space. Extensive experiments across diverse 2D and 3D robotic manipulation benchmarks demonstrate that our approach outperforms existing methods in both accuracy and efficiency, showcasing the potential of a frequency-domain autoregressive framework with continuous tokens for generalized robotic manipulation.Code is available at https://github.com/4DVLab/Freqpolicy

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SymBridge: A Human-in-the-Loop Cyber-Physical Interactive System for Adaptive Human-Robot Symbiosis

The development of intelligent robots seeks to seamlessly integrate them into the human world, providing assistance and companionship in daily life and work, with the ultimate goal of achieving human-robot symbiosis. This requires robots with intelligent interaction abilities to work naturally and effectively with humans. However, current robotic simulators fail to support real human participation, limiting their ability to provide authentic interaction experiences and gather valuable human feedback essential for enhancing robotic capabilities. In this paper, we introduce SymBridge, the first human-in-the-loop cyber-physical interactive system designed to enable the safe and efficient development, evaluation, and optimization of human-robot interaction methods. Specifically, we employ augmented reality technology to enable real humans to interact with virtual robots in physical environments, creating an authentic interactive experience. Building on this, we propose a novel robotic interaction model that generates responsive, precise robot actions in real time through continuous human behavior observation. The model incorporates multi-resolution human motion features and environmental affordances, ensuring contextually adaptive robotic responses. Additionally, SymBridge enables continuous robot learning by collecting human feedback and dynamically adapting the robotic interaction model. By leveraging a carefully designed system architecture and modules, SymBridge builds a bridge between humans and robots, as well as between cyber and physical spaces, providing a natural and realistic online interaction experience while facilitating the continuous evolution of robotic intelligence. Extensive experiments, user studies, and real robot testing demonstrate the promising performance of the system and highlight its potential to significantly advance research on human-robot symbiosis.

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STAGE: A Stream-Centric Generative World Model for Long-Horizon Driving-Scene Simulation

The generation of temporally consistent, high-fidelity driving videos over extended horizons presents a fundamental challenge in autonomous driving world modeling. Existing approaches often suffer from error accumulation and feature misalignment due to inadequate decoupling of spatio-temporal dynamics and limited cross-frame feature propagation mechanisms. To address these limitations, we present STAGE (Streaming Temporal Attention Generative Engine), a novel auto-regressive framework that pioneers hierarchical feature coordination and multi-phase optimization for sustainable video synthesis. To achieve high-quality long-horizon driving video generation, we introduce Hierarchical Temporal Feature Transfer (HTFT) and a novel multi-stage training strategy. HTFT enhances temporal consistency between video frames throughout the video generation process by modeling the temporal and denoising process separately and transferring denoising features between frames. The multi-stage training strategy is to divide the training into three stages, through model decoupling and auto-regressive inference process simulation, thereby accelerating model convergence and reducing error accumulation. Experiments on the Nuscenes dataset show that STAGE has significantly surpassed existing methods in the long-horizon driving video generation task. In addition, we also explored STAGE's ability to generate unlimited-length driving videos. We generated 600 frames of high-quality driving videos on the Nuscenes dataset, which far exceeds the maximum length achievable by existing methods.

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Towards Immersive Human-X Interaction: A Real-Time Framework for Physically Plausible Motion Synthesis

Real-time synthesis of physically plausible human interactions remains a critical challenge for immersive VR/AR systems and humanoid robotics. While existing methods demonstrate progress in kinematic motion generation, they often fail to address the fundamental tension between real-time responsiveness, physical feasibility, and safety requirements in dynamic human-machine interactions. We introduce Human-X, a novel framework designed to enable immersive and physically plausible human interactions across diverse entities, including human-avatar, human-humanoid, and human-robot systems. Unlike existing approaches that focus on post-hoc alignment or simplified physics, our method jointly predicts actions and reactions in real-time using an auto-regressive reaction diffusion planner, ensuring seamless synchronization and context-aware responses. To enhance physical realism and safety, we integrate an actor-aware motion tracking policy trained with reinforcement learning, which dynamically adapts to interaction partners' movements while avoiding artifacts like foot sliding and penetration. Extensive experiments on the Inter-X and InterHuman datasets demonstrate significant improvements in motion quality, interaction continuity, and physical plausibility over state-of-the-art methods. Our framework is validated in real-world applications, including virtual reality interface for human-robot interaction, showcasing its potential for advancing human-robot collaboration.

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ReAL-AD: Towards Human-Like Reasoning in End-to-End Autonomous Driving

End-to-end autonomous driving has emerged as a promising approach to unify perception, prediction, and planning within a single framework, reducing information loss and improving adaptability. However, existing methods often rely on fixed and sparse trajectory supervision, limiting their ability to capture the hierarchical reasoning process that human drivers naturally employ. To bridge this gap, we propose ReAL-AD, a Reasoning-Augmented Learning framework that structures decision-making in autonomous driving based on the three-tier human cognitive model: Driving Strategy, Driving Decision, and Driving Operation, where Vision-Language Models (VLMs) are incorporated to enhance situational awareness and structured reasoning across these levels. Specifically, we introduce: (1) the Strategic Reasoning Injector, which formulates high-level driving strategies by interpreting complex traffic contexts from VLM-generated insights; (2) the Tactical Reasoning Integrator, which refines strategic intent into interpretable tactical choices such as lane changes, overtaking, and speed adjustments; and (3) the Hierarchical Trajectory Decoder, which progressively translates tactical decisions into precise control actions for smooth and human-like trajectory execution. Extensive evaluations show that integrating our framework improves planning accuracy and safety by over 30%, making end-to-end autonomous driving more interpretable and aligned with human-like hierarchical reasoning. The project page can be found at: \href{https://4dvlab.github.io/project_page/realad}{\texttt{4dvlab.github.io/project\_page/realad}}

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DexH2R: A Benchmark for Dynamic Dexterous Grasping in Human-to-Robot Handover

Handover between a human and a dexterous robotic hand is a fundamental yet challenging task in human-robot collaboration. It requires handling dynamic environments and a wide variety of objects and demands robust and adaptive grasping strategies. However, progress in developing effective dynamic dexterous grasping methods is limited by the absence of high-quality, real-world human-to-robot handover datasets. Existing datasets primarily focus on grasping static objects or rely on synthesized handover motions, which differ significantly from real-world robot motion patterns, creating a substantial gap in applicability. In this paper, we introduce DexH2R, a comprehensive real-world dataset for human-to-robot handovers, built on a dexterous robotic hand. Our dataset captures a diverse range of interactive objects, dynamic motion patterns, rich visual sensor data, and detailed annotations. Additionally, to ensure natural and human-like dexterous motions, we utilize teleoperation for data collection, enabling the robot's movements to align with human behaviors and habits, which is a crucial characteristic for intelligent humanoid robots. Furthermore, we propose an effective solution, DynamicGrasp, for human-to-robot handover and evaluate various state-of-the-art approaches, including auto-regressive models and diffusion policy methods, providing a thorough comparison and analysis. We believe our benchmark will drive advancements in human-to-robot handover research by offering a high-quality dataset, effective solutions, and comprehensive evaluation metrics.

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UniDB: A Unified Diffusion Bridge Framework via Stochastic Optimal Control

Recent advances in diffusion bridge models leverage Doob's $h$-transform to establish fixed endpoints between distributions, demonstrating promising results in image translation and restoration tasks. However, these approaches frequently produce blurred or excessively smoothed image details and lack a comprehensive theoretical foundation to explain these shortcomings. To address these limitations, we propose UniDB, a unified framework for diffusion bridges based on Stochastic Optimal Control (SOC). UniDB formulates the problem through an SOC-based optimization and derives a closed-form solution for the optimal controller, thereby unifying and generalizing existing diffusion bridge models. We demonstrate that existing diffusion bridges employing Doob's $h$-transform constitute a special case of our framework, emerging when the terminal penalty coefficient in the SOC cost function tends to infinity. By incorporating a tunable terminal penalty coefficient, UniDB achieves an optimal balance between control costs and terminal penalties, substantially improving detail preservation and output quality. Notably, UniDB seamlessly integrates with existing diffusion bridge models, requiring only minimal code modifications. Extensive experiments across diverse image restoration tasks validate the superiority and adaptability of the proposed framework. Our code is available at https://github.com/UniDB-SOC/UniDB/.

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EasyHOI: Unleashing the Power of Large Models for Reconstructing Hand-Object Interactions in the Wild

Our work aims to reconstruct hand-object interactions from a single-view image, which is a fundamental but ill-posed task. Unlike methods that reconstruct from videos, multi-view images, or predefined 3D templates, single-view reconstruction faces significant challenges due to inherent ambiguities and occlusions. These challenges are further amplified by the diverse nature of hand poses and the vast variety of object shapes and sizes. Our key insight is that current foundational models for segmentation, inpainting, and 3D reconstruction robustly generalize to in-the-wild images, which could provide strong visual and geometric priors for reconstructing hand-object interactions. Specifically, given a single image, we first design a novel pipeline to estimate the underlying hand pose and object shape using off-the-shelf large models. Furthermore, with the initial reconstruction, we employ a prior-guided optimization scheme, which optimizes hand pose to comply with 3D physical constraints and the 2D input image content. We perform experiments across several datasets and show that our method consistently outperforms baselines and faithfully reconstructs a diverse set of hand-object interactions. Here is the link of our project page: https://lym29.github.io/EasyHOI-page/

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ClimbingCap: Multi-Modal Dataset and Method for Rock Climbing in World Coordinate

Human Motion Recovery (HMR) research mainly focuses on ground-based motions such as running. The study on capturing climbing motion, an off-ground motion, is sparse. This is partly due to the limited availability of climbing motion datasets, especially large-scale and challenging 3D labeled datasets. To address the insufficiency of climbing motion datasets, we collect AscendMotion, a large-scale well-annotated, and challenging climbing motion dataset. It consists of 412k RGB, LiDAR frames, and IMU measurements, including the challenging climbing motions of 22 skilled climbing coaches across 12 different rock walls. Capturing the climbing motions is challenging as it requires precise recovery of not only the complex pose but also the global position of climbers. Although multiple global HMR methods have been proposed, they cannot faithfully capture climbing motions. To address the limitations of HMR methods for climbing, we propose ClimbingCap, a motion recovery method that reconstructs continuous 3D human climbing motion in a global coordinate system. One key insight is to use the RGB and LiDAR modalities to separately reconstruct motions in camera coordinates and global coordinates and to optimize them jointly. We demonstrate the quality of the AscendMotion dataset and present promising results from ClimbingCap. The AscendMotion dataset and source code release publicly at \href{this link}{http://www.lidarhumanmotion.net/climbingcap/}

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