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Zhangchen Ye

Publications and source records attributed to Zhangchen Ye.

6 recordsLinked to original sources

EgoHSI3R: Online 4D Hand-Scene Interaction Reconstruction from Egocentric Video

Egocentric videos offer an abundant source of hand-scene interactions for embodied learning, which requires recovering hands, camera, and scene consistently in a shared 3D world. Existing methods focus on either camera-frame hands or world-space hand trajectories, without jointly recovering the scene pointmaps or interaction information. Building a complete reconstruction from such specialized predictions therefore typically requires per-sequence optimization. We propose EgoHSI3R, a unified feed-forward framework for online 4D hand-scene interaction reconstruction from egocentric monocular video. To jointly recover these components, it maintains a recurrent scene representation that accumulates geometric evidence over time and provides a shared world space and scale. We introduce hand-centric prompts that fuse pretrained hand priors and local scene context, while MANO vertex queries attend to scene features to predict dense per-vertex contact. These designs enable a single network to jointly estimate camera motion, dense scene geometry, world-space bilateral MANO hands, and per-vertex hand contact. Despite operating causally, EgoHSI3R achieves the lowest world-space hand joint error on ARCTIC among the evaluated methods, while offering faster inference than existing world-space hand reconstruction pipelines and competitive camera and scene reconstruction accuracy.

cs.CV↗

DAVIS: A Depth-Only End-to-End Active-Vision Framework for Humanoid Soccer Skills

Humanoid soccer contact skills require more than producing high-impact foot-ball contacts: the robot must close the loop over perception, approach, alignment, impact, and recovery while its own motion induces substantial viewpoint changes, frequent loss of the ball from view, and uncertain contact outcomes. In this work, we ask a compact yet stricter question: can a humanoid learn soccer contact skills using only a head-mounted depth image, proprioceptive history, and an optional low-dimensional task command, and directly output 25-DoF joint PD targets without extra runtime perception or planning modules? To this end, we propose DAVIS, a depth-only end-to-end framework for humanoid soccer skills that learns visibility-aware auxiliary geometry during training, and combines GT-to-prediction annealing, task curricula, and AMP-style motion priors to smoothly bridge privileged supervision and real deployment. Built on this framework, we instantiate representative soccer contact skills, including goal-directed shooting and directional dribbling, through task-specific definitions of objects, commands, rewards, and curricula, and validate them through simulation, Noetix E1 real-robot experiments, and ablations.

cs.RO↗

SkillX: Unified Multi-Skill Policy Learning for Humanoid Soccer

Humanoid soccer is a challenging testbed for dynamic whole-body control, requiring robots to coordinate balance, locomotion, object interaction, and skill switching over long horizons. Existing humanoid sports methods often rely on task-specific multi-stage pipelines, making it difficult to jointly learn and compose multiple object-interactive skills within a single deployable policy. To address this, we present SkillX, a unified reinforcement learning framework that learns and composes multiple atomic soccer skills through a single command-conditioned policy. SkillX integrates three core designs: skill-specific adversarial motion priors, skill-specific critics, and an object-aware temporal encoder, enabling the robot to execute atomic skills and transition among them such as dribbling, trapping, and shooting. Experiments in simulation and on a real Noetix E1 humanoid demonstrate robust multi-skill execution, long-horizon skill composition, and successful sim-to-real deployment.

cs.RO↗

VolumeDP: Modeling Volumetric Representation for Manipulation Policy Learning

Imitation learning is a prominent paradigm for robotic manipulation. However, existing visual imitation methods map 2D image observations directly to 3D action outputs, imposing a 2D-3D mismatch that hinders spatial reasoning and degrades robustness. We present VolumeDP, a policy architecture that restores spatial alignment by explicitly reasoning in 3D. VolumeDP first lifts image features into a Volumetric Representation via cross-attention. It then selects task-relevant voxels with a learnable module and converts them into a compact set of spatial tokens, markedly reducing computation while preserving action-critical geometry. Finally, a multi-token decoder conditions on the entire token set to predict actions, thereby avoiding lossy aggregation that collapses multiple spatial tokens into a single descriptor. VolumeDP achieves a state-of-the-art average success rate of 88.8% on the LIBERO simulation benchmark, outperforming the strongest baseline by a substantial 14.8% improvement. It also delivers large performance gains over prior methods on the ManiSkill and LIBERO-Plus benchmarks. Real-world experiments further demonstrate higher success rates and robust generalization to novel spatial layouts, camera viewpoints, and environment backgrounds. Code and videos are available on the project page: https://yzc0731.github.io/VolumeDP/

cs.RO↗

Translating Flow to Policy via Hindsight Online Imitation

Recent advances in hierarchical robot systems leverage a high-level planner to propose task plans and a low-level policy to generate robot actions. This design allows training the planner on action-free or even non-robot data sources (e.g., videos), providing transferable high-level guidance. Nevertheless, grounding these high-level plans into executable actions remains challenging, especially with the limited availability of high-quality robot data. To this end, we propose to improve the low-level policy through online interactions. Specifically, our approach collects online rollouts, retrospectively annotates the corresponding high-level goals from achieved outcomes, and aggregates these hindsight-relabeled experiences to update a goal-conditioned imitation policy. Our method, Hindsight Flow-conditioned Online Imitation (HinFlow), instantiates this idea with 2D point flows as the high-level planner. Across diverse manipulation tasks in both simulation and physical world, our method achieves more than $2\times$ performance improvement over the base policy, significantly outperforming the existing methods. Moreover, our framework enables policy acquisition from planners trained on cross-embodiment video data, demonstrating its potential for scalable and transferable robot learning.

cs.RO↗

CVT-Occ: Cost Volume Temporal Fusion for 3D Occupancy Prediction

Vision-based 3D occupancy prediction is significantly challenged by the inherent limitations of monocular vision in depth estimation. This paper introduces CVT-Occ, a novel approach that leverages temporal fusion through the geometric correspondence of voxels over time to improve the accuracy of 3D occupancy predictions. By sampling points along the line of sight of each voxel and integrating the features of these points from historical frames, we construct a cost volume feature map that refines current volume features for improved prediction outcomes. Our method takes advantage of parallax cues from historical observations and employs a data-driven approach to learn the cost volume. We validate the effectiveness of CVT-Occ through rigorous experiments on the Occ3D-Waymo dataset, where it outperforms state-of-the-art methods in 3D occupancy prediction with minimal additional computational cost. The code is released at \url{https://github.com/Tsinghua-MARS-Lab/CVT-Occ}.

cs.CV↗