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Zhenyu Jiang

Publications and source records attributed to Zhenyu Jiang.

At least 37 records · Page 2Linked to original sources

GR00T N1: An Open Foundation Model for Generalist Humanoid Robots

General-purpose robots need a versatile body and an intelligent mind. Recent advancements in humanoid robots have shown great promise as a hardware platform for building generalist autonomy in the human world. A robot foundation model, trained on massive and diverse data sources, is essential for enabling the robots to reason about novel situations, robustly handle real-world variability, and rapidly learn new tasks. To this end, we introduce GR00T N1, an open foundation model for humanoid robots. GR00T N1 is a Vision-Language-Action (VLA) model with a dual-system architecture. The vision-language module (System 2) interprets the environment through vision and language instructions. The subsequent diffusion transformer module (System 1) generates fluid motor actions in real time. Both modules are tightly coupled and jointly trained end-to-end. We train GR00T N1 with a heterogeneous mixture of real-robot trajectories, human videos, and synthetically generated datasets. We show that our generalist robot model GR00T N1 outperforms the state-of-the-art imitation learning baselines on standard simulation benchmarks across multiple robot embodiments. Furthermore, we deploy our model on the Fourier GR-1 humanoid robot for language-conditioned bimanual manipulation tasks, achieving strong performance with high data efficiency.

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HOVER: Versatile Neural Whole-Body Controller for Humanoid Robots

Humanoid whole-body control requires adapting to diverse tasks such as navigation, loco-manipulation, and tabletop manipulation, each demanding a different mode of control. For example, navigation relies on root velocity tracking, while tabletop manipulation prioritizes upper-body joint angle tracking. Existing approaches typically train individual policies tailored to a specific command space, limiting their transferability across modes. We present the key insight that full-body kinematic motion imitation can serve as a common abstraction for all these tasks and provide general-purpose motor skills for learning multiple modes of whole-body control. Building on this, we propose HOVER (Humanoid Versatile Controller), a multi-mode policy distillation framework that consolidates diverse control modes into a unified policy. HOVER enables seamless transitions between control modes while preserving the distinct advantages of each, offering a robust and scalable solution for humanoid control across a wide range of modes. By eliminating the need for policy retraining for each control mode, our approach improves efficiency and flexibility for future humanoid applications.

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DexMimicGen: Automated Data Generation for Bimanual Dexterous Manipulation via Imitation Learning

Imitation learning from human demonstrations is an effective means to teach robots manipulation skills. But data acquisition is a major bottleneck in applying this paradigm more broadly, due to the amount of cost and human effort involved. There has been significant interest in imitation learning for bimanual dexterous robots, like humanoids. Unfortunately, data collection is even more challenging here due to the challenges of simultaneously controlling multiple arms and multi-fingered hands. Automated data generation in simulation is a compelling, scalable alternative to fuel this need for data. To this end, we introduce DexMimicGen, a large-scale automated data generation system that synthesizes trajectories from a handful of human demonstrations for humanoid robots with dexterous hands. We present a collection of simulation environments in the setting of bimanual dexterous manipulation, spanning a range of manipulation behaviors and different requirements for coordination among the two arms. We generate 21K demos across these tasks from just 60 source human demos and study the effect of several data generation and policy learning decisions on agent performance. Finally, we present a real-to-sim-to-real pipeline and deploy it on a real-world humanoid can sorting task. Generated datasets, simulation environments and additional results are at https://dexmimicgen.github.io/

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ARDuP: Active Region Video Diffusion for Universal Policies

Sequential decision-making can be formulated as a text-conditioned video generation problem, where a video planner, guided by a text-defined goal, generates future frames visualizing planned actions, from which control actions are subsequently derived. In this work, we introduce Active Region Video Diffusion for Universal Policies (ARDuP), a novel framework for video-based policy learning that emphasizes the generation of active regions, i.e. potential interaction areas, enhancing the conditional policy's focus on interactive areas critical for task execution. This innovative framework integrates active region conditioning with latent diffusion models for video planning and employs latent representations for direct action decoding during inverse dynamic modeling. By utilizing motion cues in videos for automatic active region discovery, our method eliminates the need for manual annotations of active regions. We validate ARDuP's efficacy via extensive experiments on simulator CLIPort and the real-world dataset BridgeData v2, achieving notable improvements in success rates and generating convincingly realistic video plans.

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Harmon: Whole-Body Motion Generation of Humanoid Robots from Language Descriptions

Humanoid robots, with their human-like embodiment, have the potential to integrate seamlessly into human environments. Critical to their coexistence and cooperation with humans is the ability to understand natural language communications and exhibit human-like behaviors. This work focuses on generating diverse whole-body motions for humanoid robots from language descriptions. We leverage human motion priors from extensive human motion datasets to initialize humanoid motions and employ the commonsense reasoning capabilities of Vision Language Models (VLMs) to edit and refine these motions. Our approach demonstrates the capability to produce natural, expressive, and text-aligned humanoid motions, validated through both simulated and real-world experiments. More videos can be found at https://ut-austin-rpl.github.io/Harmon/.

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OKAMI: Teaching Humanoid Robots Manipulation Skills through Single Video Imitation

We study the problem of teaching humanoid robots manipulation skills by imitating from single video demonstrations. We introduce OKAMI, a method that generates a manipulation plan from a single RGB-D video and derives a policy for execution. At the heart of our approach is object-aware retargeting, which enables the humanoid robot to mimic the human motions in an RGB-D video while adjusting to different object locations during deployment. OKAMI uses open-world vision models to identify task-relevant objects and retarget the body motions and hand poses separately. Our experiments show that OKAMI achieves strong generalizations across varying visual and spatial conditions, outperforming the state-of-the-art baseline on open-world imitation from observation. Furthermore, OKAMI rollout trajectories are leveraged to train closed-loop visuomotor policies, which achieve an average success rate of 79.2% without the need for labor-intensive teleoperation. More videos can be found on our website https://ut-austin-rpl.github.io/OKAMI/.

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KinScene: Model-Based Mobile Manipulation of Articulated Scenes

Sequentially interacting with articulated objects is crucial for a mobile manipulator to operate effectively in everyday environments. To enable long-horizon tasks involving articulated objects, this study explores building scene-level articulation models for indoor scenes through autonomous exploration. While previous research has studied mobile manipulation with articulated objects by considering object kinematic constraints, it primarily focuses on individual-object scenarios and lacks extension to a scene-level context for task-level planning. To manipulate multiple object parts sequentially, the robot needs to reason about the resultant motion of each part and anticipate its impact on future actions. We introduce KinScene, a full-stack approach for long-horizon manipulation tasks with articulated objects. The robot maps the scene, detects and physically interacts with articulated objects, collects observations, and infers the articulation properties. For sequential tasks, the robot plans a feasible series of object interactions based on the inferred articulation model. We demonstrate that our approach repeatably constructs accurate scene-level kinematic and geometric models, enabling long-horizon mobile manipulation in a real-world scene. Code and additional results are available at https://chengchunhsu.github.io/KinScene/

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Few-View Object Reconstruction with Unknown Categories and Camera Poses

While object reconstruction has made great strides in recent years, current methods typically require densely captured images and/or known camera poses, and generalize poorly to novel object categories. To step toward object reconstruction in the wild, this work explores reconstructing general real-world objects from a few images without known camera poses or object categories. The crux of our work is solving two fundamental 3D vision problems -- shape reconstruction and pose estimation -- in a unified approach. Our approach captures the synergies of these two problems: reliable camera pose estimation gives rise to accurate shape reconstruction, and the accurate reconstruction, in turn, induces robust correspondence between different views and facilitates pose estimation. Our method FORGE predicts 3D features from each view and leverages them in conjunction with the input images to establish cross-view correspondence for estimating relative camera poses. The 3D features are then transformed by the estimated poses into a shared space and are fused into a neural radiance field. The reconstruction results are rendered by volume rendering techniques, enabling us to train the model without 3D shape ground-truth. Our experiments show that FORGE reliably reconstructs objects from five views. Our pose estimation method outperforms existing ones by a large margin. The reconstruction results under predicted poses are comparable to the ones using ground-truth poses. The performance on novel testing categories matches the results on categories seen during training. Project page: https://ut-austin-rpl.github.io/FORGE/

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Learning Generalizable Manipulation Policies with Object-Centric 3D Representations

We introduce GROOT, an imitation learning method for learning robust policies with object-centric and 3D priors. GROOT builds policies that generalize beyond their initial training conditions for vision-based manipulation. It constructs object-centric 3D representations that are robust toward background changes and camera views and reason over these representations using a transformer-based policy. Furthermore, we introduce a segmentation correspondence model that allows policies to generalize to new objects at test time. Through comprehensive experiments, we validate the robustness of GROOT policies against perceptual variations in simulated and real-world environments. GROOT's performance excels in generalization over background changes, camera viewpoint shifts, and the presence of new object instances, whereas both state-of-the-art end-to-end learning methods and object proposal-based approaches fall short. We also extensively evaluate GROOT policies on real robots, where we demonstrate the efficacy under very wild changes in setup. More videos and model details can be found in the appendix and the project website: https://ut-austin-rpl.github.io/GROOT .

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LEAP: Liberate Sparse-view 3D Modeling from Camera Poses

Are camera poses necessary for multi-view 3D modeling? Existing approaches predominantly assume access to accurate camera poses. While this assumption might hold for dense views, accurately estimating camera poses for sparse views is often elusive. Our analysis reveals that noisy estimated poses lead to degraded performance for existing sparse-view 3D modeling methods. To address this issue, we present LEAP, a novel pose-free approach, therefore challenging the prevailing notion that camera poses are indispensable. LEAP discards pose-based operations and learns geometric knowledge from data. LEAP is equipped with a neural volume, which is shared across scenes and is parameterized to encode geometry and texture priors. For each incoming scene, we update the neural volume by aggregating 2D image features in a feature-similarity-driven manner. The updated neural volume is decoded into the radiance field, enabling novel view synthesis from any viewpoint. On both object-centric and scene-level datasets, we show that LEAP significantly outperforms prior methods when they employ predicted poses from state-of-the-art pose estimators. Notably, LEAP performs on par with prior approaches that use ground-truth poses while running $400\times$ faster than PixelNeRF. We show LEAP generalizes to novel object categories and scenes, and learns knowledge closely resembles epipolar geometry. Project page: https://hwjiang1510.github.io/LEAP/

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Doduo: Learning Dense Visual Correspondence from Unsupervised Semantic-Aware Flow

Dense visual correspondence plays a vital role in robotic perception. This work focuses on establishing the dense correspondence between a pair of images that captures dynamic scenes undergoing substantial transformations. We introduce Doduo to learn general dense visual correspondence from in-the-wild images and videos without ground truth supervision. Given a pair of images, it estimates the dense flow field encoding the displacement of each pixel in one image to its corresponding pixel in the other image. Doduo uses flow-based warping to acquire supervisory signals for the training. Incorporating semantic priors with self-supervised flow training, Doduo produces accurate dense correspondence robust to the dynamic changes of the scenes. Trained on an in-the-wild video dataset, Doduo illustrates superior performance on point-level correspondence estimation over existing self-supervised correspondence learning baselines. We also apply Doduo to articulation estimation and zero-shot goal-conditioned manipulation, underlining its practical applications in robotics. Code and additional visualizations are available at https://ut-austin-rpl.github.io/Doduo

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Ditto in the House: Building Articulation Models of Indoor Scenes through Interactive Perception

Virtualizing the physical world into virtual models has been a critical technique for robot navigation and planning in the real world. To foster manipulation with articulated objects in everyday life, this work explores building articulation models of indoor scenes through a robot's purposeful interactions in these scenes. Prior work on articulation reasoning primarily focuses on siloed objects of limited categories. To extend to room-scale environments, the robot has to efficiently and effectively explore a large-scale 3D space, locate articulated objects, and infer their articulations. We introduce an interactive perception approach to this task. Our approach, named Ditto in the House, discovers possible articulated objects through affordance prediction, interacts with these objects to produce articulated motions, and infers the articulation properties from the visual observations before and after each interaction. It tightly couples affordance prediction and articulation inference to improve both tasks. We demonstrate the effectiveness of our approach in both simulation and real-world scenes. Code and additional results are available at https://ut-austin-rpl.github.io/HouseDitto/

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The diagnostic utility of endocytoscopy for the detection of esophageal lesions: a systematic review and meta-analysis

Objective: To systematically evaluate the value of endocytoscopy (ECS) in the diagnosis of early esophageal cancer (EC). Methods: Pubmed, Ovid and EMbase databases were searched to collect diagnostic tests of ECS assisted diagnosis of early EC. The retrieval time was from the establishment of the database to August 2022. Review manager 5.4, Stata 16.0 and Meta-Disc 1.4 were used for meta-analysis after two researchers independently screened literature, extracted data and evaluated the bias risk of included studies. Results: A total of 7 studies were included, including 520 lesions. Meta-analysis results showed that the combined sensitivity(SE), specificity(SP), positive likelihood ratio (PLR), negative likelihood ratio (NLR), diagnostic odds ratio (DOR) and positive posterior probability (PPP) of ECS screening for early EC were 0.95[95%CI: 0.84, 0.98], 0.92 [95%CI: 0.83, 0.96], 11.8 [95%CI: 5.3, 26.1], 0.06 [95%CI: 0.02, 0.18], 203 [95%CI: 50, 816], and 75%, respectively. The area (AUC) under the receiver Operating Characteristic curve (SROC) was 0.98[95%CI: 0.96, 0.99]. Conclusions: Current evidence suggests that ECS can be used as an effective screening tool for early EC. Due to the limited number and quality of included studies, it is imperative to conduct more high-quality studies to verify the above conclusions.

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ACID: Action-Conditional Implicit Visual Dynamics for Deformable Object Manipulation

Manipulating volumetric deformable objects in the real world, like plush toys and pizza dough, bring substantial challenges due to infinite shape variations, non-rigid motions, and partial observability. We introduce ACID, an action-conditional visual dynamics model for volumetric deformable objects based on structured implicit neural representations. ACID integrates two new techniques: implicit representations for action-conditional dynamics and geodesics-based contrastive learning. To represent deformable dynamics from partial RGB-D observations, we learn implicit representations of occupancy and flow-based forward dynamics. To accurately identify state change under large non-rigid deformations, we learn a correspondence embedding field through a novel geodesics-based contrastive loss. To evaluate our approach, we develop a simulation framework for manipulating complex deformable shapes in realistic scenes and a benchmark containing over 17,000 action trajectories with six types of plush toys and 78 variants. Our model achieves the best performance in geometry, correspondence, and dynamics predictions over existing approaches. The ACID dynamics models are successfully employed to goal-conditioned deformable manipulation tasks, resulting in a 30% increase in task success rate over the strongest baseline. Furthermore, we apply the simulation-trained ACID model directly to real-world objects and show success in manipulating them into target configurations. For more results and information, please visit https://b0ku1.github.io/acid/ .

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Ditto: Building Digital Twins of Articulated Objects from Interaction

Digitizing physical objects into the virtual world has the potential to unlock new research and applications in embodied AI and mixed reality. This work focuses on recreating interactive digital twins of real-world articulated objects, which can be directly imported into virtual environments. We introduce Ditto to learn articulation model estimation and 3D geometry reconstruction of an articulated object through interactive perception. Given a pair of visual observations of an articulated object before and after interaction, Ditto reconstructs part-level geometry and estimates the articulation model of the object. We employ implicit neural representations for joint geometry and articulation modeling. Our experiments show that Ditto effectively builds digital twins of articulated objects in a category-agnostic way. We also apply Ditto to real-world objects and deploy the recreated digital twins in physical simulation. Code and additional results are available at https://ut-austin-rpl.github.io/Ditto

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Breaking Shortcut: Exploring Fully Convolutional Cycle-Consistency for Video Correspondence Learning

Previous cycle-consistency correspondence learning methods usually leverage image patches for training. In this paper, we present a fully convolutional method, which is simpler and more coherent to the inference process. While directly applying fully convolutional training results in model collapse, we study the underline reason behind this collapse phenomenon, indicating that the absolute positions of pixels provide a shortcut to easily accomplish cycle-consistence, which hinders the learning of meaningful visual representations. To break this absolute position shortcut, we propose to apply different crops for forward and backward frames, and adopt feature warping to establish correspondence between two crops of a same frame. The former technique enforces the corresponding pixels at forward and back tracks to have different absolute positions, and the latter effectively blocks the shortcuts going between forward and back tracks. In three label propagation benchmarks for pose tracking, face landmark tracking and video object segmentation, our method largely improves the results of vanilla fully convolutional cycle-consistency method, achieving very competitive performance compared with the self-supervised state-of-the-art approaches. Our trained model and code are available at \url{https://github.com/Steve-Tod/STFC3}.

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Synergies Between Affordance and Geometry: 6-DoF Grasp Detection via Implicit Representations

Grasp detection in clutter requires the robot to reason about the 3D scene from incomplete and noisy perception. In this work, we draw insight that 3D reconstruction and grasp learning are two intimately connected tasks, both of which require a fine-grained understanding of local geometry details. We thus propose to utilize the synergies between grasp affordance and 3D reconstruction through multi-task learning of a shared representation. Our model takes advantage of deep implicit functions, a continuous and memory-efficient representation, to enable differentiable training of both tasks. We train the model on self-supervised grasp trials data in simulation. Evaluation is conducted on a clutter removal task, where the robot clears cluttered objects by grasping them one at a time. The experimental results in simulation and on the real robot have demonstrated that the use of implicit neural representations and joint learning of grasp affordance and 3D reconstruction have led to state-of-the-art grasping results. Our method outperforms baselines by over 10% in terms of grasp success rate. Additional results and videos can be found at https://sites.google.com/view/rpl-giga2021

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DeformSyncNet: Deformation Transfer via Synchronized Shape Deformation Spaces

Shape deformation is an important component in any geometry processing toolbox. The goal is to enable intuitive deformations of single or multiple shapes or to transfer example deformations to new shapes while preserving the plausibility of the deformed shape(s). Existing approaches assume access to point-level or part-level correspondence or establish them in a preprocessing phase, thus limiting the scope and generality of such approaches. We propose DeformSyncNet, a new approach that allows consistent and synchronized shape deformations without requiring explicit correspondence information. Technically, we achieve this by encoding deformations into a class-specific idealized latent space while decoding them into an individual, model-specific linear deformation action space, operating directly in 3D. The underlying encoding and decoding are performed by specialized (jointly trained) neural networks. By design, the inductive bias of our networks results in a deformation space with several desirable properties, such as path invariance across different deformation pathways, which are then also approximately preserved in real space. We qualitatively and quantitatively evaluate our framework against multiple alternative approaches and demonstrate improved performance.

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