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Reinforcement Learning
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WildAvatar: Learning In-the-wild 3D Avatars from the Web
Zihao Huang, Shoukang Hu, Guangcong Wang, Tianqi Liu, Yuhang Zang, Zhiguo Cao, Wei Li, Ziwei Liu
Existing research on avatar creation is typically limited to laboratory datasets, which require high costs against scalability and exhibit insufficient representation of the real world. On the other hand, the web abounds with off-the-shelf real-world human videos, but these videos vary in quality and require accurate annotations for avatar creation. To this end, we propose an automatic annotating pipeline with filtering protocols to curate these humans from the web. Our pipeline surpasses state-of-the-art methods on the EMDB benchmark, and the filtering protocols boost verification metrics on web videos. We then curate WildAvatar, a web-scale in-the-wild human avatar creation dataset extracted from YouTube, with 10,000+ different human subjects and scenes. WildAvatar is at least 10xricher than previous datasets for 3D human avatar creation and closer to the real world. To explore its potential, we demonstrate the quality and generalizability of avatar creation methods on WildAvatar. We will publicly release our code, data source links and annotations to push forward 3D human avatar creation and other related fields for real-world applications.
VideoWorld: Exploring Knowledge Learning from Unlabeled Videos
Zhongwei Ren, Yunchao Wei, Xun Guo, Yao Zhao, Bingyi Kang, Jiashi FENG, Xiaojie Jin
This work explores whether a deep generative model can learn complex knowledge solely from visual input, in contrast to the prevalent focus on text-based models like large language models (LLMs). We develop VideoWorld, an auto-regressive video generation model trained on unlabeled video data, and test its knowledge acquisition abilities in video-based Go and robotic control tasks. Our experiments reveal two key findings: (1) video-only training provides sufficient information for learning knowledge, including rules, reasoning and planning capabilities, and (2) the representation of visual change is crucial for knowledge acquisition. To improve both the efficiency and efficacy of this process, we introduce the Latent Dynamics Model (LDM) as a key component of VideoWorld. Remarkably, VideoWorld reaches a 5-dan professional level in the Video-GoBench with just a 300-million-parameter model, without relying on search algorithms or reward mechanisms typical in reinforcement learning. In robotic tasks, VideoWorld effectively learns diverse control operations and generalizes across environments, approaching the performance of oracle models in CALVIN and RLBench. This study opens new avenues for knowledge acquisition from visual data, with all code, data, and models open-sourced for further research.
Vid2Sim: Realistic and Interactive Simulation from Video for Urban Navigation
Ziyang Xie, Zhizheng Liu, Zhenghao Peng, Wayne Wu, Bolei Zhou
Sim-to-real gap has long posed a significant challenge for robot learning in simulation, preventing the deployment of learned models in the real world. Previous work has primarily focused on domain randomization and system identification to mitigate this gap. However, these methods are often limited by the realism of the simulation and graphics engines. In this work, we propose Vid2Sim, a novel framework that effectively bridges the sim2real gap through a scalable and cost-efficient real2sim pipeline for neural 3D scene reconstruction and simulation. Given a monocular video as input, Vid2Sim can generate photo-realistic and physically interactable 3D simulation environments to enable the reinforcement learning of visual navigation agents in complex urban environments. Extensive experiments demonstrate that Vid2Sim significantly improves the performance of urban navigation in the digital twins and real world by 31.2% and 68.3% in success rate compared with agents trained with prior simulation methods. Code and data will be made publicly available.
Vid2Avatar-Pro: Authentic Avatar from Videos in the Wild via Universal Prior
Chen Guo, Junxuan Li, Yash Kant, Yaser Sheikh, Shunsuke Saito, Chen Cao
We present Vid2Avatar-Pro, a method to create photorealistic and animatable 3D human avatars from monocular in-the-wild videos. Building a high-quality avatar that supports animation with diverse poses from a monocular video is challenging because the observation of pose diversity and view points is inherently limited. The lack of pose variations typically leads to poor generalization to novel poses, and avatars can easily overfit to limited input view points, producing artifacts and distortions from other views. In this work, we address these limitations by leveraging a universal prior model (UPM) learned from a large corpus of multi-view clothed human performance capture data. We build our representation on top of expressive 3D Gaussians with canonical front and back maps shared across identities. Once the UPM is learned to accurately reproduce the large-scale multi-view human images, we fine-tune the model with an in-the-wild video via inverse rendering to obtain a personalized photorealistic human avatar that can be faithfully animated to novel human motions and rendered from novel views. The experiments show that our approach based on the learned universal prior sets a new state-of-the-art in monocular avatar reconstruction by substantially outperforming existing approaches relying only on heuristic regularization or a shape prior of minimally clothed bodies (e.g., SMPL) on publicly available datasets.
ViUniT: Visual Unit Tests for More Robust Visual Programming
Artemis Panagopoulou, Honglu Zhou, Silvio Savarese, Caiming Xiong, Chris Callison-Burch, Mark Yatskar, Juan Carlos Niebles
Programming based approaches to reasoning tasks have substantially expanded the types of questions models can answer about visual scenes.Yet on benchmark visual reasoning data, when answering correctly, such models produce incorrect programs 33% of the time. These models are often right for the wrong reasons and risk unexpected failures on new data. Unit tests play a foundational role in ensuring code correctness and could be used to repair such failures. We propose Visual Unit Testing (ViUniT), a framework to improve the reliability of visual programs by automatically generating unit tests. In our framework, a unit test is represented as a novel image and answer meant to verify logical correctness of a program produced for a given query. Our method leverages a language model to create unit tests in the form of image descriptions and expected answers and image synthesis to produce corresponding images. We conduct a comprehensive analysis of what constitutes an effective visual unit test suite, exploring unit test generation, sampling strategies, image generation methods, and varying the number of programs and unit tests. Additionally, we introduce four applications of visual unit tests: best program selection, answer refusal, re-prompting, and unsupervised reward formulations for reinforcement learning. Experiments with two models across three datasets in visual question answering and image-text matching demonstrate that ViUniT improves model performance by 11.4%. Notably, it enables 7B open-source models to outperform gpt-4o-mini by an average of 7.7% and reduces the occurrence of programs that are correct for the wrong reasons by 40%.
VTON 360: High-Fidelity Virtual Try-On from Any Viewing Direction
Zijian He, Yuwei Ning, Yipeng Qin, Guangrun Wang, Sibei Yang, Liang Lin, Guanbin Li
Virtual Try-On (VTON) is a transformative technology in e-commerce and fashion design, enabling realistic digital visualization of clothing on individuals. In this work, we propose VTON 360, a novel 3D VTON method that addresses the open challenge of achieving high-fidelity VTON that supports any-view rendering. Specifically, we leverage the equivalence between a 3D model and its rendered multi-view 2D images, and reformulate 3D VTON as an extension of 2D VTON that ensures 3D consistent results across multiple views.To achieve this, we extend 2D VTON models to include multi-view garments and clothing-agnostic human body images as input, and propose several novel techniques to enhance them, including: i) a pseudo-3D pose representation using normal maps derived from the SMPL-X 3D human model, ii) a multi-view spatial attention mechanism that models the correlations between features from different viewing angles, and iii) a multi-view CLIP embedding that enhances the garment CLIP features used in 2D VTON with camera information. Extensive experiments on large-scale real datasets and clothing images from e-commerce platforms demonstrate the effectiveness of our approach.
VLMs-Guided Representation Distillation for Efficient Vision-Based Reinforcement Learning
Haoran Xu, Peixi Peng, Guang Tan, Yiqian Chang, Luntong Li, Yonghong Tian
Vision-based Reinforcement Learning (VRL) attempts to establish associations between visual inputs and optimal actions through interactions with the environment. Given the high-dimensional and complex nature of visual data, it becomes essential to learn policy upon high-quality state representation. To this end, existing VRL methods primarily rely on interaction-collected data, combined with self-supervised auxiliary tasks. However, two key challenges remain: limited data samples and a lack of task-relevant semantic constraints. To tackle this, we propose DGC, a method that distills guidance from Visual Language Models (VLMs) alongside self-supervised learning into a compact VRL agent. Notably, we leverage the state representation capabilities of VLMs, rather than their decision-making abilities. Within DGC, a novel prompting-reasoning pipeline is designed to convert historical observations and actions into usable supervision signals, enabling semantic understanding within the compact visual encoder. By leveraging these distilled semantic representations, the VRL agent achieves significant improvements in the sample efficiency. Extensive experiments on the Carla benchmark demonstrate our state-of-the-art performance.
UniGraspTransformer: Simplified Policy Distillation for Scalable Dexterous Robotic Grasping
Wenbo Wang, Fangyun Wei, Lei Zhou, Xi Chen, Lin Luo, Xiaohan Yi, Yizhong Zhang, Yaobo Liang, Chang Xu, Yan Lu, Jiaolong Yang, Baining Guo
We introduce UniGraspTransformer, a universal Transformer-based network for dexterous robotic grasping that simplifies training while enhancing scalability and performance. Unlike prior methods such as UniDexGrasp++, which require complex, multi-step training pipelines, UniGraspTransformer follows a streamlined process: first, dedicated policy networks are trained for individual objects using reinforcement learning to generate successful grasp trajectories; then, these trajectories are distilled into a single, universal network. Our approach enables UniGraspTransformer to scale effectively, incorporating up to 12 self-attention blocks for handling thousands of objects with diverse poses. Additionally, it generalizes well to both idealized and real-world inputs, evaluated in state-based and vision-based settings. Notably, UniGraspTransformer generates a broader range of grasping poses for objects in various shapes and orientations, resulting in more diverse grasp strategies. Experimental results demonstrate significant improvements over state-of-the-art, UniDexGrasp++, across various object categories, achieving success rate gains of 3.5%, 7.7%, and 10.1% on seen objects, unseen objects within seen categories, and completely unseen objects, respectively, in the vision-based setting. Project page: https://dexhand.github.io/UniGraspTransformer/
Tra-MoE: Learning Trajectory Prediction Model from Multiple Domains for Adaptive Policy Conditioning
Jiange Yang, Haoyi Zhu, Yating Wang, Gangshan Wu, Tong He, Limin Wang
Learning from multiple domains is a primary factor that influences the generalization of a single unified robot system. In this paper, we aim to learn the trajectory prediction model by using broad out-of-domain data to improve its performance and generalization ability. Trajectory model is designed to predict any-point trajectories in the current frame given an instruction and can provide detailed control guidance for robotic policy learning. To handle the diverse out-of-domain data distribution, we propose a sparsely-gated MoE (Top-1 gating strategy) architecture for trajectory model, coined as Tra-MoE. The sparse activation design enables good balance between parameter cooperation and specialization, effectively benefiting from large-scale out-of-domain data while maintaining constant FLOPs per token. In addition, we further introduce an adaptive policy conditioning technique by learning 2D mask representations for predicted trajectories, which is explicitly aligned with image observations to guide action prediction more flexibly. We perform extensive experiments on both simulation and real-world scenarios to verify the effectiveness of Tra-MoE and adaptive policy conditioning technique. We also conduct a comprehensive empirical study to train Tra-MoE, demonstrating that our Tra-MoE consistently exhibits superior performance compared to the dense baseline model, even when the latter is scaled to match Tra-MoE's parameter count.
Towards Better Alignment: Training Diffusion Models with Reinforcement Learning Against Sparse Rewards
Zijing Hu, Fengda Zhang, Long Chen, Kun Kuang, Jiahui Li, Kaifeng Gao, Jun Xiao, Xin Wang, Wenwu Zhu
Diffusion models have achieved remarkable success in text-to-image generation. However, their practical applications are hindered by the misalignment between generated images and corresponding text prompts. To tackle this issue, reinforcement learning (RL) has been considered for diffusion model fine-tuning. Yet, RL's effectiveness is limited by the challenge of sparse reward, where feedback is only available at the end of the generation process. This makes it difficult to identify which actions during the denoising process contribute positively to the final generated image, potentially leading to ineffective or unnecessary denoising policies. To this end, this paper presents a novel RL-based framework that addresses the sparse reward problem when training diffusion models. Our framework, named \text B ^2\text -DiffuRL , employs two strategies: **B**ackward progressive training and **B**ranch-based sampling. For one thing, backward progressive training focuses initially on the final timesteps of the denoising process and gradually extends the training interval to earlier timesteps, easing the learning difficulty associated with sparse rewards. For another, we perform branch-based sampling for each training interval. By comparing the samples within the same branch, we can identify how much the policies of the current training interval contribute to the final image, which helps to learn effective policies instead of unnecessary ones. \text B ^2\text -DiffuRL is compatible with existing optimization algorithms. Extensive experiments demonstrate the effectiveness of \text B ^2\text -DiffuRL in improving prompt-image alignment and maintaining diversity in generated images. The code for this work is available.
Toward Robust Neural Reconstruction from Sparse Point Sets
Amine Ouasfi, Shubhendu Jena, Eric Marchand, Adnane Boukhayma
We consider the challenging problem of learning Signed Distance Functions (SDF) from sparse and noisy 3D point clouds. In contrast to recent methods that depend on smoothness priors, our method, rooted in a distributionally robust optimization (DRO) framework, incorporates a regularization term that leverages samples from the uncertainty regions of the model to improve the learned SDFs. Thanks to tractable dual formulations, we show that this framework enables a stable and efficient optimization of SDFs in the absence of ground truth supervision. Using a variety of synthetic and real data evaluations from different modalities, we show that of our DRO based learning framework can improve SDF learning with respect to baselines and the state-of-the-art.
Touch2Shape: Touch-Conditioned 3D Diffusion for Shape Exploration and Reconstruction
Yuanbo Wang, Zhaoxuan Zhang, Jiajin Qiu, Dilong Sun, Zhengyu Meng, Xiaopeng Wei, Xin Yang
Diffusion models have made breakthroughs in 3D generation tasks. Current 3D diffusion models focus on reconstructing target shape from images or a set of partial observations. While excelling in global context understanding, they struggle to capture the local details of complex shapes and limited to the occlusion and lighting conditions. To overcome these limitations, we utilize tactile images to capture the local 3D information and propose a Touch2Shape model, which leverages a touch-conditioned diffusion model to explore and reconstruct the target shape from touch. For shape reconstruction, we have developed a touch embedding module to condition the diffusion model in creating a compact representation and a touch shape fusion module to refine the reconstructed shape. For shape exploration, we combine the diffusion model with reinforcement learning to train a policy. This involves using the generated latent vector from the diffusion model to guide the touch exploration policy training through a novel reward design. Experiments validate the reconstruction quality thorough both qualitatively and quantitative analysis, and our touch exploration policy further boosts reconstruction performance.
Three-view Focal Length Recovery From Homographies
Yaqing Ding, Viktor Kocur, Zuzana Berger Haladova, Qianliang Wu, Shen Cai, Jian Yang, Zuzana Kukelova
In this paper, we propose a novel approach for recovering focal lengths from three-view homographies. By examining the consistency of normal vectors between two homographies, we derive new explicit constraints between the focal lengths and homographies using an elimination technique. We demonstrate that three-view homographies provide two additional constraints, enabling the recovery of one or two focal lengths. We discuss four possible cases, including three cameras having an unknown equal focal length, three cameras having two different unknown focal lengths, three cameras where one focal length is known, and the other two cameras have equal or different unknown focal lengths. All the problems can be converted into solving polynomials in one or two unknowns, which can be efficiently solved using Sturm sequence or hidden variable technique. Evaluation using both synthetic and real data shows that the proposed solvers are both faster and more accurate than methods relying on existing two-view solvers. The code and data are available on https://github.com/kocurvik/hf.
Structure-from-Motion with a Non-Parametric Camera Model
Yihan Wang, Linfei Pan, Marc Pollefeys, Viktor Larsson
In this paper, we present a new generic Structure-from-Motion pipeline, GenSfM, that uses a non-parametric camera projection model. The model is self-calibrated during the reconstruction process and can fit a wide variety of cameras, ranging from simple low-distortion pinhole cameras to more extreme optical systems such as fisheye or catadioptric cameras. The key component in our framework is an adaptive calibration procedure that can estimate partial calibrations, only modeling regions of the image where sufficient constraints are available. In experiments, we show that our method achieves comparable accuracy to traditional Structure-from-Motion pipelines in easy scenarios, and outperforms them in cases where they are unable to self-calibrate their parametric models. Code is at https://github.com/Ivonne320/GenSfM.git
Stereo4D: Learning How Things Move in 3D from Internet Stereo Videos
Linyi Jin, Richard Tucker, Zhengqi Li, David Fouhey, Noah Snavely, Aleksander Holynski
Learning to understand dynamic 3D scenes from imagery is crucial for applications ranging from robotics to scene reconstruction. Yet, unlike other problems where large-scale supervised training has enabled rapid progress, directly supervising methods for recovering 3D motion remains challenging due to the fundamental difficulty of obtaining ground truth annotations. We present a system for mining high-quality 4D reconstructions from internet stereoscopic, wide-angle videos. Our system fuses and filters the outputs of camera pose estimation, stereo depth estimation, and temporal tracking methods into high-quality dynamic 3D reconstructions. We use this method to generate large-scale data in the form of world-consistent, pseudo-metric 3D point clouds with long-term motion trajectories. We demonstrate the utility of this data by training a variant of DUSt3r to predict structure and 3D motion from real-world image pairs, showing that training on our reconstructed data enables generalization to diverse real-world scenes. Project page and data at https://stereo4d.github.io
Stabilizing and Accelerating Autofocus with Expert Trajectory Regularized Deep Reinforcement Learning
Shouhang Zhu, Chenglin Li, Yuankun Jiang, Li Wei, Nuowen Kan, Ziyang Zheng, Wenrui Dai, Junni Zou, Hongkai Xiong
Autofocus is a crucial component of modern digital cameras. While recent learning-based methods achieve state-of-the-art in focus prediction accuracy, they unfortunately ignore the potential focus hunting phenomenon of back-and-forth lens movement in the multi-step focusing procedure. To address this, in this paper, we propose an expert regularized deep reinforcement learning (DRL)-based approach for autofocus, which can utilize the sequential information of lens movement trajectory to both enhance the multi-step in-focus prediction accuracy and reduce the chance of focus hunting. Our method generally follows an actor-critic framework. To accelerate the DRL's training with a higher sample efficiency, we initialize the policy with a pre-trained single-step prediction network, where the network is further improved by modifying the output of absolute in-focus position distribution to the relative lens movement distribution to establish a better mapping between input images and lens movement. To further stabilize DRL's training with a lower occurrence of focus hunting in the resulting lens movement trajectory, we generate some offline trajectories based on prior knowledge to avoid focus hunting, which are then leveraged as an offline dataset of expert trajectories to regularize the actor network's training. Empirical evaluations show that our method outperforms those learning-based methods on public benchmarks, with higher single- and multi-step prediction accuracy, and a significant reduction of focus hunting rate.
Spk2SRImgNet: Super-Resolve Dynamic Scene from Spike Stream via Motion Aligned Collaborative Filtering
Yuanlin Wang, Yiyang Zhang, Ruiqin Xiong, Jing Zhao, Jian Zhang, Xiaopeng Fan, Tiejun Huang
Spike camera is a kind of neuromorphic camera that records dynamic scenes by firing a stream of binary spikes with extremely high temporal resolution. It demonstrates great potential for vision tasks in high-speed scenarios. One limitation in its current implementation is the relatively low spatial resolution. This paper develops a network called Spk2SRImgNet to super-resolve high resolution images from low resolution spike stream. However, fluctuations in spike stream hinder the performance of spike camera super resolution. To address this issue, we propose a motion aligned collaborative filtering (MACF) module, which is motivated by key ideas in classic image restoration schemes to mitigate fluctuations in spike data. MACF leverages the temporal similarity of spike stream to acquire similar features from neighboring moments via motion alignment. To separate disturbances from features, MACF filters these similar features jointly in transform domain to exploit representation sparsity, and generates refinement features that will be used to update initial fluctuated features. Specifically, MACF designs an inverse motion alignment operation to map these refinement features back to their original positions. The initial features are aggregated with the repositioned refinement features to enhance reliability. Experimental results demonstrate that the proposed method achieves state-of-the-art performance compared with existing methods.
SmartEraser: Remove Anything from Images using Masked-Region Guidance
Longtao Jiang, Zhendong Wang, Jianmin Bao, Wengang Zhou, Dongdong Chen, Lei Shi, Dong Chen, Houqiang Li
Object removal has so far been dominated by the mask-and-inpaint paradigm, where the masked region is excluded from the input, leaving models relying on unmasked areas to inpaint the missing region. However, this approach lacks contextual information for the masked area, often resulting in unstable performance. In this work, we introduce SmartEraser, built with a new removing paradigm called Masked-Region Guidance. This paradigm retains the masked region in the input, using it as guidance for the removal process. It offers several distinct advantages: (a) it guides the model to accurately identify the object to be removed, preventing its regeneration in the output; (b) since the user mask often extends beyond the object itself, it aids in preserving the surrounding context in the final result. Leveraging this new paradigm, we present Syn4Removal, a large-scale object removal dataset, where instance segmentation data is used to copy and paste objects onto images as removal targets, with the original images serving as ground truths. Experimental results demonstrate that SmartEraser significantly outperforms existing methods, achieving superior performance in object removal, especially in complex scenes with intricate compositions.
SkillMimic: Learning Basketball Interaction Skills from Demonstrations
Yinhuai Wang, Qihan Zhao, Runyi Yu, Hok Wai Tsui, Ailing Zeng, Jing Lin, Zhengyi Luo, Jiwen Yu, Xiu Li, Qifeng Chen, Jian Zhang, Lei Zhang, Ping Tan
Traditional reinforcement learning methods for human-object interaction (HOI) rely on labor-intensive, manually designed skill rewards that do not generalize well across different interactions. We introduce SkillMimic, a unified data-driven framework that fundamentally changes how agents learn interaction skills by eliminating the need for skill-specific rewards. Our key insight is that a unified HOI imitation reward can effectively capture the essence of diverse interaction patterns from HOI datasets. This enables SkillMimic to learn a single policy that not only masters multiple interaction skills but also facilitates skill transitions, with both diversity and generalization improving as the HOI dataset grows. For evaluation, we collect and introduce two basketball datasets containing approximately 35 minutes of diverse basketball skills. Extensive experiments show that SkillMimic successfully masters a wide range of basketball skills including stylistic variations in dribbling, layup, and shooting. Moreover, these learned skills can be effectively composed by a high-level controller to accomplish complex and long-horizon tasks such as consecutive scoring, opening new possibilities for scalable and generalizable interaction skill learning. Project page: https://ingrid789.github.io/SkillMimic/
Seurat: From Moving Points to Depth
Seokju Cho, Jiahui Huang, Seungryong Kim, Joon-Young Lee
Accurate depth estimation from monocular videos remains challenging due to ambiguities inherent in single-view geometry, as crucial depth cues like stereopsis are absent. However, humans often perceive relative depth intuitively by observing variations in the size and spacing of objects as they move. Inspired by this, we propose a novel method that infers relative depth by examining the spatial relationships and temporal evolution of a set of tracked 2D trajectories. Specifically, we use off-the-shelf point tracking models to capture 2D trajectories. Then, our approach employs spatial and temporal transformers to process these trajectories and directly infer depth changes over time. Evaluated on the TAPVid-3D benchmark, our method demonstrates robust zero-shot performance, generalizing effectively from synthetic to real-world datasets. Results indicate that our approach achieves temporally smooth, high-accuracy depth predictions across diverse domains.