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Jun 11

NBMOD: Find It and Grasp It in Noisy Background

Grasping objects is a fundamental yet important capability of robots, and many tasks such as sorting and picking rely on this skill. The prerequisite for stable grasping is the ability to correctly identify suitable grasping positions. However, finding appropriate grasping points is challenging due to the diverse shapes, varying density distributions, and significant differences between the barycenter of various objects. In the past few years, researchers have proposed many methods to address the above-mentioned issues and achieved very good results on publicly available datasets such as the Cornell dataset and the Jacquard dataset. The problem is that the backgrounds of Cornell and Jacquard datasets are relatively simple - typically just a whiteboard, while in real-world operational environments, the background could be complex and noisy. Moreover, in real-world scenarios, robots usually only need to grasp fixed types of objects. To address the aforementioned issues, we proposed a large-scale grasp detection dataset called NBMOD: Noisy Background Multi-Object Dataset for grasp detection, which consists of 31,500 RGB-D images of 20 different types of fruits. Accurate prediction of angles has always been a challenging problem in the detection task of oriented bounding boxes. This paper presents a Rotation Anchor Mechanism (RAM) to address this issue. Considering the high real-time requirement of robotic systems, we propose a series of lightweight architectures called RA-GraspNet (GraspNet with Rotation Anchor): RARA (network with Rotation Anchor and Region Attention), RAST (network with Rotation Anchor and Semi Transformer), and RAGT (network with Rotation Anchor and Global Transformer) to tackle this problem. Among them, the RAGT-3/3 model achieves an accuracy of 99% on the NBMOD dataset. The NBMOD and our code are available at https://github.com/kmittle/Grasp-Detection-NBMOD.

  • 6 authors
·
Jun 17, 2023

RotationDrag: Point-based Image Editing with Rotated Diffusion Features

A precise and user-friendly manipulation of image content while preserving image fidelity has always been crucial to the field of image editing. Thanks to the power of generative models, recent point-based image editing methods allow users to interactively change the image content with high generalizability by clicking several control points. But the above mentioned editing process is usually based on the assumption that features stay constant in the motion supervision step from initial to target points. In this work, we conduct a comprehensive investigation in the feature space of diffusion models, and find that features change acutely under in-plane rotation. Based on this, we propose a novel approach named RotationDrag, which significantly improves point-based image editing performance when users intend to in-plane rotate the image content. Our method tracks handle points more precisely by utilizing the feature map of the rotated images, thus ensuring precise optimization and high image fidelity. Furthermore, we build a in-plane rotation focused benchmark called RotateBench, the first benchmark to evaluate the performance of point-based image editing method under in-plane rotation scenario on both real images and generated images. A thorough user study demonstrates the superior capability in accomplishing in-plane rotation that users intend to achieve, comparing the DragDiffusion baseline and other existing diffusion-based methods. See the project page https://github.com/Tony-Lowe/RotationDrag for code and experiment results.

  • 3 authors
·
Jan 12, 2024

RigidFormer: Learning Rigid Dynamics using Transformers

Learning-based simulation of multi-object rigid-body dynamics remains difficult because contact is discontinuous and errors compound over long horizons. Most existing methods remain tied to mesh connectivity and vertex-level message passing, which limits their applicability to mesh-free inputs such as point clouds and leads to high computational cost. Efficiently modeling high-fidelity rigid-body dynamics from mesh-free representations, therefore, remains challenging. We introduce RigidFormer, an object-centric Transformer-based model that learns mesh-free rigid-body dynamics with controllable integration step sizes. RigidFormer reasons at the object level and advances each object through compact anchors; Anchor-Vertex Pooling enriches these anchors with local vertex features, retaining contact-relevant geometry without dense vertex-level interaction. We propose Anchor-based RoPE to inject anchor geometry into attention while respecting the unordered nature of objects and anchors: object-token processing is permutation-equivariant, and the mean-pooled anchor descriptor is invariant to anchor reindexing while preserving shape extent. RigidFormer further enforces rigidity by projecting updates onto the rigid-body manifold using differentiable Kabsch alignment. On standard benchmarks, RigidFormer outperforms or matches mesh-based baselines using point inputs, runs faster, generalizes to unseen point resolutions and across datasets, and scales to 200+ objects; we also show a preliminary extension to command-conditioned articulated bodies by treating body parts as interacting object-level components.

Deep Feature Deformation Weights

Handle-based mesh deformation is a classic paradigm in computer graphics which enables intuitive edits from sparse controls. Classical techniques are fast and precise, but require users to know ideal handle placement apriori, which can be unintuitive and inconsistent. Handle sets cannot be adjusted easily, as weights are typically optimized through energies defined by the handles. Modern data-driven methods, on the other hand, provide semantic edits but sacrifice fine-grained control and speed. We propose a technique that achieves the best of both worlds: deep feature proximity yields smooth, visual-aware deformation weights with no additional regularization. Importantly, these weights are computed in real-time for any surface point, unlike prior methods which require expensive optimization. We introduce barycentric feature distillation, an improved feature distillation pipeline which leverages the full visual signal from shape renders to make distillation complexity robust to mesh resolution. This enables high resolution meshes to be processed in minutes versus potentially hours for prior methods. We preserve and extend classical properties through feature space constraints and locality weighting. Our field representation enables automatic visual symmetry detection, which we use to produce symmetry-preserving deformations. We show a proof-of-concept application which can produce deformations for meshes up to 1 million faces in real-time on a consumer-grade machine. Project page at https://threedle.github.io/dfd.

  • 3 authors
·
Mar 24

Talk2Move: Reinforcement Learning for Text-Instructed Object-Level Geometric Transformation in Scenes

We introduce Talk2Move, a reinforcement learning (RL) based diffusion framework for text-instructed spatial transformation of objects within scenes. Spatially manipulating objects in a scene through natural language poses a challenge for multimodal generation systems. While existing text-based manipulation methods can adjust appearance or style, they struggle to perform object-level geometric transformations-such as translating, rotating, or resizing objects-due to scarce paired supervision and pixel-level optimization limits. Talk2Move employs Group Relative Policy Optimization (GRPO) to explore geometric actions through diverse rollouts generated from input images and lightweight textual variations, removing the need for costly paired data. A spatial reward guided model aligns geometric transformations with linguistic description, while off-policy step evaluation and active step sampling improve learning efficiency by focusing on informative transformation stages. Furthermore, we design object-centric spatial rewards that evaluate displacement, rotation, and scaling behaviors directly, enabling interpretable and coherent transformations. Experiments on curated benchmarks demonstrate that Talk2Move achieves precise, consistent, and semantically faithful object transformations, outperforming existing text-guided editing approaches in both spatial accuracy and scene coherence.

  • 9 authors
·
Jan 5 5

Ctrl&Shift: High-Quality Geometry-Aware Object Manipulation in Visual Generation

Object-level manipulation, relocating or reorienting objects in images or videos while preserving scene realism, is central to film post-production, AR, and creative editing. Yet existing methods struggle to jointly achieve three core goals: background preservation, geometric consistency under viewpoint shifts, and user-controllable transformations. Geometry-based approaches offer precise control but require explicit 3D reconstruction and generalize poorly; diffusion-based methods generalize better but lack fine-grained geometric control. We present Ctrl&Shift, an end-to-end diffusion framework to achieve geometry-consistent object manipulation without explicit 3D representations. Our key insight is to decompose manipulation into two stages, object removal and reference-guided inpainting under explicit camera pose control, and encode both within a unified diffusion process. To enable precise, disentangled control, we design a multi-task, multi-stage training strategy that separates background, identity, and pose signals across tasks. To improve generalization, we introduce a scalable real-world dataset construction pipeline that generates paired image and video samples with estimated relative camera poses. Extensive experiments demonstrate that Ctrl&Shift achieves state-of-the-art results in fidelity, viewpoint consistency, and controllability. To our knowledge, this is the first framework to unify fine-grained geometric control and real-world generalization for object manipulation, without relying on any explicit 3D modeling.

  • 8 authors
·
Feb 11

ObjCtrl-2.5D: Training-free Object Control with Camera Poses

This study aims to achieve more precise and versatile object control in image-to-video (I2V) generation. Current methods typically represent the spatial movement of target objects with 2D trajectories, which often fail to capture user intention and frequently produce unnatural results. To enhance control, we present ObjCtrl-2.5D, a training-free object control approach that uses a 3D trajectory, extended from a 2D trajectory with depth information, as a control signal. By modeling object movement as camera movement, ObjCtrl-2.5D represents the 3D trajectory as a sequence of camera poses, enabling object motion control using an existing camera motion control I2V generation model (CMC-I2V) without training. To adapt the CMC-I2V model originally designed for global motion control to handle local object motion, we introduce a module to isolate the target object from the background, enabling independent local control. In addition, we devise an effective way to achieve more accurate object control by sharing low-frequency warped latent within the object's region across frames. Extensive experiments demonstrate that ObjCtrl-2.5D significantly improves object control accuracy compared to training-free methods and offers more diverse control capabilities than training-based approaches using 2D trajectories, enabling complex effects like object rotation. Code and results are available at https://wzhouxiff.github.io/projects/ObjCtrl-2.5D/.

  • 4 authors
·
Dec 10, 2024 2

Visual Dexterity: In-Hand Reorientation of Novel and Complex Object Shapes

In-hand object reorientation is necessary for performing many dexterous manipulation tasks, such as tool use in less structured environments that remain beyond the reach of current robots. Prior works built reorientation systems assuming one or many of the following: reorienting only specific objects with simple shapes, limited range of reorientation, slow or quasistatic manipulation, simulation-only results, the need for specialized and costly sensor suites, and other constraints which make the system infeasible for real-world deployment. We present a general object reorientation controller that does not make these assumptions. It uses readings from a single commodity depth camera to dynamically reorient complex and new object shapes by any rotation in real-time, with the median reorientation time being close to seven seconds. The controller is trained using reinforcement learning in simulation and evaluated in the real world on new object shapes not used for training, including the most challenging scenario of reorienting objects held in the air by a downward-facing hand that must counteract gravity during reorientation. Our hardware platform only uses open-source components that cost less than five thousand dollars. Although we demonstrate the ability to overcome assumptions in prior work, there is ample scope for improving absolute performance. For instance, the challenging duck-shaped object not used for training was dropped in 56 percent of the trials. When it was not dropped, our controller reoriented the object within 0.4 radians (23 degrees) 75 percent of the time. Videos are available at: https://taochenshh.github.io/projects/visual-dexterity.

  • 6 authors
·
Nov 21, 2022

HERMES: Human-to-Robot Embodied Learning from Multi-Source Motion Data for Mobile Dexterous Manipulation

Leveraging human motion data to impart robots with versatile manipulation skills has emerged as a promising paradigm in robotic manipulation. Nevertheless, translating multi-source human hand motions into feasible robot behaviors remains challenging, particularly for robots equipped with multi-fingered dexterous hands characterized by complex, high-dimensional action spaces. Moreover, existing approaches often struggle to produce policies capable of adapting to diverse environmental conditions. In this paper, we introduce HERMES, a human-to-robot learning framework for mobile bimanual dexterous manipulation. First, HERMES formulates a unified reinforcement learning approach capable of seamlessly transforming heterogeneous human hand motions from multiple sources into physically plausible robotic behaviors. Subsequently, to mitigate the sim2real gap, we devise an end-to-end, depth image-based sim2real transfer method for improved generalization to real-world scenarios. Furthermore, to enable autonomous operation in varied and unstructured environments, we augment the navigation foundation model with a closed-loop Perspective-n-Point (PnP) localization mechanism, ensuring precise alignment of visual goals and effectively bridging autonomous navigation and dexterous manipulation. Extensive experimental results demonstrate that HERMES consistently exhibits generalizable behaviors across diverse, in-the-wild scenarios, successfully performing numerous complex mobile bimanual dexterous manipulation tasks. Project Page:https://gemcollector.github.io/HERMES/.

  • 7 authors
·
Aug 27, 2025 2

DexNDM: Closing the Reality Gap for Dexterous In-Hand Rotation via Joint-Wise Neural Dynamics Model

Achieving generalized in-hand object rotation remains a significant challenge in robotics, largely due to the difficulty of transferring policies from simulation to the real world. The complex, contact-rich dynamics of dexterous manipulation create a "reality gap" that has limited prior work to constrained scenarios involving simple geometries, limited object sizes and aspect ratios, constrained wrist poses, or customized hands. We address this sim-to-real challenge with a novel framework that enables a single policy, trained in simulation, to generalize to a wide variety of objects and conditions in the real world. The core of our method is a joint-wise dynamics model that learns to bridge the reality gap by effectively fitting limited amount of real-world collected data and then adapting the sim policy's actions accordingly. The model is highly data-efficient and generalizable across different whole-hand interaction distributions by factorizing dynamics across joints, compressing system-wide influences into low-dimensional variables, and learning each joint's evolution from its own dynamic profile, implicitly capturing these net effects. We pair this with a fully autonomous data collection strategy that gathers diverse, real-world interaction data with minimal human intervention. Our complete pipeline demonstrates unprecedented generality: a single policy successfully rotates challenging objects with complex shapes (e.g., animals), high aspect ratios (up to 5.33), and small sizes, all while handling diverse wrist orientations and rotation axes. Comprehensive real-world evaluations and a teleoperation application for complex tasks validate the effectiveness and robustness of our approach. Website: https://meowuu7.github.io/DexNDM/

  • 3 authors
·
Oct 9, 2025 2

Drag Your GAN: Interactive Point-based Manipulation on the Generative Image Manifold

Synthesizing visual content that meets users' needs often requires flexible and precise controllability of the pose, shape, expression, and layout of the generated objects. Existing approaches gain controllability of generative adversarial networks (GANs) via manually annotated training data or a prior 3D model, which often lack flexibility, precision, and generality. In this work, we study a powerful yet much less explored way of controlling GANs, that is, to "drag" any points of the image to precisely reach target points in a user-interactive manner, as shown in Fig.1. To achieve this, we propose DragGAN, which consists of two main components: 1) a feature-based motion supervision that drives the handle point to move towards the target position, and 2) a new point tracking approach that leverages the discriminative generator features to keep localizing the position of the handle points. Through DragGAN, anyone can deform an image with precise control over where pixels go, thus manipulating the pose, shape, expression, and layout of diverse categories such as animals, cars, humans, landscapes, etc. As these manipulations are performed on the learned generative image manifold of a GAN, they tend to produce realistic outputs even for challenging scenarios such as hallucinating occluded content and deforming shapes that consistently follow the object's rigidity. Both qualitative and quantitative comparisons demonstrate the advantage of DragGAN over prior approaches in the tasks of image manipulation and point tracking. We also showcase the manipulation of real images through GAN inversion.

  • 6 authors
·
May 18, 2023 74

CHORD: Category-level Hand-held Object Reconstruction via Shape Deformation

In daily life, humans utilize hands to manipulate objects. Modeling the shape of objects that are manipulated by the hand is essential for AI to comprehend daily tasks and to learn manipulation skills. However, previous approaches have encountered difficulties in reconstructing the precise shapes of hand-held objects, primarily owing to a deficiency in prior shape knowledge and inadequate data for training. As illustrated, given a particular type of tool, such as a mug, despite its infinite variations in shape and appearance, humans have a limited number of 'effective' modes and poses for its manipulation. This can be attributed to the fact that humans have mastered the shape prior of the 'mug' category, and can quickly establish the corresponding relations between different mug instances and the prior, such as where the rim and handle are located. In light of this, we propose a new method, CHORD, for Category-level Hand-held Object Reconstruction via shape Deformation. CHORD deforms a categorical shape prior for reconstructing the intra-class objects. To ensure accurate reconstruction, we empower CHORD with three types of awareness: appearance, shape, and interacting pose. In addition, we have constructed a new dataset, COMIC, of category-level hand-object interaction. COMIC contains a rich array of object instances, materials, hand interactions, and viewing directions. Extensive evaluation shows that CHORD outperforms state-of-the-art approaches in both quantitative and qualitative measures. Code, model, and datasets are available at https://kailinli.github.io/CHORD.

  • 9 authors
·
Aug 21, 2023

KITE: Keypoint-Conditioned Policies for Semantic Manipulation

While natural language offers a convenient shared interface for humans and robots, enabling robots to interpret and follow language commands remains a longstanding challenge in manipulation. A crucial step to realizing a performant instruction-following robot is achieving semantic manipulation, where a robot interprets language at different specificities, from high-level instructions like "Pick up the stuffed animal" to more detailed inputs like "Grab the left ear of the elephant." To tackle this, we propose Keypoints + Instructions to Execution (KITE), a two-step framework for semantic manipulation which attends to both scene semantics (distinguishing between different objects in a visual scene) and object semantics (precisely localizing different parts within an object instance). KITE first grounds an input instruction in a visual scene through 2D image keypoints, providing a highly accurate object-centric bias for downstream action inference. Provided an RGB-D scene observation, KITE then executes a learned keypoint-conditioned skill to carry out the instruction. The combined precision of keypoints and parameterized skills enables fine-grained manipulation with generalization to scene and object variations. Empirically, we demonstrate KITE in 3 real-world environments: long-horizon 6-DoF tabletop manipulation, semantic grasping, and a high-precision coffee-making task. In these settings, KITE achieves a 75%, 70%, and 71% overall success rate for instruction-following, respectively. KITE outperforms frameworks that opt for pre-trained visual language models over keypoint-based grounding, or omit skills in favor of end-to-end visuomotor control, all while being trained from fewer or comparable amounts of demonstrations. Supplementary material, datasets, code, and videos can be found on our website: http://tinyurl.com/kite-site.

  • 4 authors
·
Jun 28, 2023

SoFar: Language-Grounded Orientation Bridges Spatial Reasoning and Object Manipulation

Spatial intelligence is a critical component of embodied AI, promoting robots to understand and interact with their environments. While recent advances have enhanced the ability of VLMs to perceive object locations and positional relationships, they still lack the capability to precisely understand object orientations-a key requirement for tasks involving fine-grained manipulations. Addressing this limitation not only requires geometric reasoning but also an expressive and intuitive way to represent orientation. In this context, we propose that natural language offers a more flexible representation space than canonical frames, making it particularly suitable for instruction-following robotic systems. In this paper, we introduce the concept of semantic orientation, which defines object orientations using natural language in a reference-frame-free manner (e.g., the ''plug-in'' direction of a USB or the ''handle'' direction of a knife). To support this, we construct OrienText300K, a large-scale dataset of 3D models annotated with semantic orientations that link geometric understanding to functional semantics. By integrating semantic orientation into a VLM system, we enable robots to generate manipulation actions with both positional and orientational constraints. Extensive experiments in simulation and real world demonstrate that our approach significantly enhances robotic manipulation capabilities, e.g., 48.7% accuracy on Open6DOR and 74.9% accuracy on SIMPLER.

  • 18 authors
·
Feb 18, 2025 2

Compass Control: Multi Object Orientation Control for Text-to-Image Generation

Existing approaches for controlling text-to-image diffusion models, while powerful, do not allow for explicit 3D object-centric control, such as precise control of object orientation. In this work, we address the problem of multi-object orientation control in text-to-image diffusion models. This enables the generation of diverse multi-object scenes with precise orientation control for each object. The key idea is to condition the diffusion model with a set of orientation-aware compass tokens, one for each object, along with text tokens. A light-weight encoder network predicts these compass tokens taking object orientation as the input. The model is trained on a synthetic dataset of procedurally generated scenes, each containing one or two 3D assets on a plain background. However, direct training this framework results in poor orientation control as well as leads to entanglement among objects. To mitigate this, we intervene in the generation process and constrain the cross-attention maps of each compass token to its corresponding object regions. The trained model is able to achieve precise orientation control for a) complex objects not seen during training and b) multi-object scenes with more than two objects, indicating strong generalization capabilities. Further, when combined with personalization methods, our method precisely controls the orientation of the new object in diverse contexts. Our method achieves state-of-the-art orientation control and text alignment, quantified with extensive evaluations and a user study.

  • 4 authors
·
Apr 9, 2025 5

MoCapAnything V2: End-to-End Motion Capture for Arbitrary Skeletons

Recent methods for arbitrary-skeleton motion capture from monocular video follow a factorized pipeline, where a Video-to-Pose network predicts joint positions and an analytical inverse-kinematics (IK) stage recovers joint rotations. While effective, this design is inherently limited, since joint positions do not fully determine rotations and leave degrees of freedom such as bone-axis twist ambiguous, and the non-differentiable IK stage prevents the system from adapting to noisy predictions or optimizing for the final animation objective. In this work, we present the first fully end-to-end framework in which both Video-to-Pose and Pose-to-Rotation are learnable and jointly optimized. We observe that the ambiguity in pose-to-rotation mapping arises from missing coordinate system information: the same joint positions can correspond to different rotations under different rest poses and local axis conventions. To resolve this, we introduce a reference pose-rotation pair from the target asset, which, together with the rest pose, not only anchors the mapping but also defines the underlying rotation coordinate system. This formulation turns rotation prediction into a well-constrained conditional problem and enables effective learning. In addition, our model predicts joint positions directly from video without relying on mesh intermediates, improving both robustness and efficiency. Both stages share a skeleton-aware Global-Local Graph-guided Multi-Head Attention (GL-GMHA) module for joint-level local reasoning and global coordination. Experiments on Truebones Zoo and Objaverse show that our method reduces rotation error from ~17 degrees to ~10 degrees, and to 6.54 degrees on unseen skeletons, while achieving ~20x faster inference than mesh-based pipelines. Project page: https://animotionlab.github.io/MoCapAnythingV2/

  • 13 authors
·
Apr 29 3

Rotation-Invariant Transformer for Point Cloud Matching

The intrinsic rotation invariance lies at the core of matching point clouds with handcrafted descriptors. However, it is widely despised by recent deep matchers that obtain the rotation invariance extrinsically via data augmentation. As the finite number of augmented rotations can never span the continuous SO(3) space, these methods usually show instability when facing rotations that are rarely seen. To this end, we introduce RoITr, a Rotation-Invariant Transformer to cope with the pose variations in the point cloud matching task. We contribute both on the local and global levels. Starting from the local level, we introduce an attention mechanism embedded with Point Pair Feature (PPF)-based coordinates to describe the pose-invariant geometry, upon which a novel attention-based encoder-decoder architecture is constructed. We further propose a global transformer with rotation-invariant cross-frame spatial awareness learned by the self-attention mechanism, which significantly improves the feature distinctiveness and makes the model robust with respect to the low overlap. Experiments are conducted on both the rigid and non-rigid public benchmarks, where RoITr outperforms all the state-of-the-art models by a considerable margin in the low-overlapping scenarios. Especially when the rotations are enlarged on the challenging 3DLoMatch benchmark, RoITr surpasses the existing methods by at least 13 and 5 percentage points in terms of Inlier Ratio and Registration Recall, respectively.

  • 7 authors
·
Mar 14, 2023

PaRot: Patch-Wise Rotation-Invariant Network via Feature Disentanglement and Pose Restoration

Recent interest in point cloud analysis has led rapid progress in designing deep learning methods for 3D models. However, state-of-the-art models are not robust to rotations, which remains an unknown prior to real applications and harms the model performance. In this work, we introduce a novel Patch-wise Rotation-invariant network (PaRot), which achieves rotation invariance via feature disentanglement and produces consistent predictions for samples with arbitrary rotations. Specifically, we design a siamese training module which disentangles rotation invariance and equivariance from patches defined over different scales, e.g., the local geometry and global shape, via a pair of rotations. However, our disentangled invariant feature loses the intrinsic pose information of each patch. To solve this problem, we propose a rotation-invariant geometric relation to restore the relative pose with equivariant information for patches defined over different scales. Utilising the pose information, we propose a hierarchical module which implements intra-scale and inter-scale feature aggregation for 3D shape learning. Moreover, we introduce a pose-aware feature propagation process with the rotation-invariant relative pose information embedded. Experiments show that our disentanglement module extracts high-quality rotation-robust features and the proposed lightweight model achieves competitive results in rotated 3D object classification and part segmentation tasks. Our project page is released at: https://patchrot.github.io/.

  • 4 authors
·
Feb 5, 2023

Amortized Inverse Kinematics via Graph Attention for Real-Time Human Avatar Animation

Inverse kinematics (IK) is a core operation in animation, robotics, and biomechanics: given Cartesian constraints, recover joint rotations under a known kinematic tree. In many real-time human avatar pipelines, the available signal per frame is a sparse set of tracked 3D joint positions, whereas animation systems require joint orientations to drive skinning. Recovering full orientations from positions is underconstrained, most notably because twist about bone axes is ambiguous, and classical IK solvers typically rely on iterative optimization that can be slow and sensitive to noisy inputs. We introduce IK-GAT, a lightweight graph-attention network that reconstructs full-body joint orientations from 3D joint positions in a single forward pass. The model performs message passing over the skeletal parent-child graph to exploit kinematic structure during rotation inference. To simplify learning, IK-GAT predicts rotations in a bone-aligned world-frame representation anchored to rest-pose bone frames. This parameterization makes the twist axis explicit and is exactly invertible to standard parent-relative local rotations given the kinematic tree and rest pose. The network uses a continuous 6D rotation representation and is trained with a geodesic loss on SO(3) together with an optional forward-kinematics consistency regularizer. IK-GAT produces animation-ready local rotations that can directly drive a rigged avatar or be converted to pose parameters of SMPL-like body models for real-time and online applications. With 374K parameters and over 650 FPS on CPU, IK-GAT outperforms VPoser-based per-frame iterative optimization without warm-start at significantly lower cost, and is robust to initial pose and input noise

  • 6 authors
·
Apr 16

GRIP: Generating Interaction Poses Using Latent Consistency and Spatial Cues

Hands are dexterous and highly versatile manipulators that are central to how humans interact with objects and their environment. Consequently, modeling realistic hand-object interactions, including the subtle motion of individual fingers, is critical for applications in computer graphics, computer vision, and mixed reality. Prior work on capturing and modeling humans interacting with objects in 3D focuses on the body and object motion, often ignoring hand pose. In contrast, we introduce GRIP, a learning-based method that takes, as input, the 3D motion of the body and the object, and synthesizes realistic motion for both hands before, during, and after object interaction. As a preliminary step before synthesizing the hand motion, we first use a network, ANet, to denoise the arm motion. Then, we leverage the spatio-temporal relationship between the body and the object to extract two types of novel temporal interaction cues, and use them in a two-stage inference pipeline to generate the hand motion. In the first stage, we introduce a new approach to enforce motion temporal consistency in the latent space (LTC), and generate consistent interaction motions. In the second stage, GRIP generates refined hand poses to avoid hand-object penetrations. Given sequences of noisy body and object motion, GRIP upgrades them to include hand-object interaction. Quantitative experiments and perceptual studies demonstrate that GRIP outperforms baseline methods and generalizes to unseen objects and motions from different motion-capture datasets.

  • 7 authors
·
Aug 22, 2023

Adaptive Rotated Convolution for Rotated Object Detection

Rotated object detection aims to identify and locate objects in images with arbitrary orientation. In this scenario, the oriented directions of objects vary considerably across different images, while multiple orientations of objects exist within an image. This intrinsic characteristic makes it challenging for standard backbone networks to extract high-quality features of these arbitrarily orientated objects. In this paper, we present Adaptive Rotated Convolution (ARC) module to handle the aforementioned challenges. In our ARC module, the convolution kernels rotate adaptively to extract object features with varying orientations in different images, and an efficient conditional computation mechanism is introduced to accommodate the large orientation variations of objects within an image. The two designs work seamlessly in rotated object detection problem. Moreover, ARC can conveniently serve as a plug-and-play module in various vision backbones to boost their representation ability to detect oriented objects accurately. Experiments on commonly used benchmarks (DOTA and HRSC2016) demonstrate that equipped with our proposed ARC module in the backbone network, the performance of multiple popular oriented object detectors is significantly improved (e.g. +3.03% mAP on Rotated RetinaNet and +4.16% on CFA). Combined with the highly competitive method Oriented R-CNN, the proposed approach achieves state-of-the-art performance on the DOTA dataset with 81.77% mAP.

  • 9 authors
·
Mar 14, 2023 1

Kinematic-aware Prompting for Generalizable Articulated Object Manipulation with LLMs

Generalizable articulated object manipulation is essential for home-assistant robots. Recent efforts focus on imitation learning from demonstrations or reinforcement learning in simulation, however, due to the prohibitive costs of real-world data collection and precise object simulation, it still remains challenging for these works to achieve broad adaptability across diverse articulated objects. Recently, many works have tried to utilize the strong in-context learning ability of Large Language Models (LLMs) to achieve generalizable robotic manipulation, but most of these researches focus on high-level task planning, sidelining low-level robotic control. In this work, building on the idea that the kinematic structure of the object determines how we can manipulate it, we propose a kinematic-aware prompting framework that prompts LLMs with kinematic knowledge of objects to generate low-level motion trajectory waypoints, supporting various object manipulation. To effectively prompt LLMs with the kinematic structure of different objects, we design a unified kinematic knowledge parser, which represents various articulated objects as a unified textual description containing kinematic joints and contact location. Building upon this unified description, a kinematic-aware planner model is proposed to generate precise 3D manipulation waypoints via a designed kinematic-aware chain-of-thoughts prompting method. Our evaluation spanned 48 instances across 16 distinct categories, revealing that our framework not only outperforms traditional methods on 8 seen categories but also shows a powerful zero-shot capability for 8 unseen articulated object categories. Moreover, the real-world experiments on 7 different object categories prove our framework's adaptability in practical scenarios. Code is released at https://github.com/GeWu-Lab/LLM_articulated_object_manipulation/tree/main.

  • 7 authors
·
Nov 5, 2023

CoDA: Coordinated Diffusion Noise Optimization for Whole-Body Manipulation of Articulated Objects

Synthesizing whole-body manipulation of articulated objects, including body motion, hand motion, and object motion, is a critical yet challenging task with broad applications in virtual humans and robotics. The core challenges are twofold. First, achieving realistic whole-body motion requires tight coordination between the hands and the rest of the body, as their movements are interdependent during manipulation. Second, articulated object manipulation typically involves high degrees of freedom and demands higher precision, often requiring the fingers to be placed at specific regions to actuate movable parts. To address these challenges, we propose a novel coordinated diffusion noise optimization framework. Specifically, we perform noise-space optimization over three specialized diffusion models for the body, left hand, and right hand, each trained on its own motion dataset to improve generalization. Coordination naturally emerges through gradient flow along the human kinematic chain, allowing the global body posture to adapt in response to hand motion objectives with high fidelity. To further enhance precision in hand-object interaction, we adopt a unified representation based on basis point sets (BPS), where end-effector positions are encoded as distances to the same BPS used for object geometry. This unified representation captures fine-grained spatial relationships between the hand and articulated object parts, and the resulting trajectories serve as targets to guide the optimization of diffusion noise, producing highly accurate interaction motion. We conduct extensive experiments demonstrating that our method outperforms existing approaches in motion quality and physical plausibility, and enables various capabilities such as object pose control, simultaneous walking and manipulation, and whole-body generation from hand-only data.

  • 4 authors
·
May 27, 2025 2

Point2RBox: Combine Knowledge from Synthetic Visual Patterns for End-to-end Oriented Object Detection with Single Point Supervision

With the rapidly increasing demand for oriented object detection (OOD), recent research involving weakly-supervised detectors for learning rotated box (RBox) from the horizontal box (HBox) has attracted more and more attention. In this paper, we explore a more challenging yet label-efficient setting, namely single point-supervised OOD, and present our approach called Point2RBox. Specifically, we propose to leverage two principles: 1) Synthetic pattern knowledge combination: By sampling around each labeled point on the image, we spread the object feature to synthetic visual patterns with known boxes to provide the knowledge for box regression. 2) Transform self-supervision: With a transformed input image (e.g. scaled/rotated), the output RBoxes are trained to follow the same transformation so that the network can perceive the relative size/rotation between objects. The detector is further enhanced by a few devised techniques to cope with peripheral issues, e.g. the anchor/layer assignment as the size of the object is not available in our point supervision setting. To our best knowledge, Point2RBox is the first end-to-end solution for point-supervised OOD. In particular, our method uses a lightweight paradigm, yet it achieves a competitive performance among point-supervised alternatives, 41.05%/27.62%/80.01% on DOTA/DIOR/HRSC datasets.

  • 7 authors
·
Nov 23, 2023

Re-HOLD: Video Hand Object Interaction Reenactment via adaptive Layout-instructed Diffusion Model

Current digital human studies focusing on lip-syncing and body movement are no longer sufficient to meet the growing industrial demand, while human video generation techniques that support interacting with real-world environments (e.g., objects) have not been well investigated. Despite human hand synthesis already being an intricate problem, generating objects in contact with hands and their interactions presents an even more challenging task, especially when the objects exhibit obvious variations in size and shape. To tackle these issues, we present a novel video Reenactment framework focusing on Human-Object Interaction (HOI) via an adaptive Layout-instructed Diffusion model (Re-HOLD). Our key insight is to employ specialized layout representation for hands and objects, respectively. Such representations enable effective disentanglement of hand modeling and object adaptation to diverse motion sequences. To further improve the generation quality of HOI, we design an interactive textural enhancement module for both hands and objects by introducing two independent memory banks. We also propose a layout adjustment strategy for the cross-object reenactment scenario to adaptively adjust unreasonable layouts caused by diverse object sizes during inference. Comprehensive qualitative and quantitative evaluations demonstrate that our proposed framework significantly outperforms existing methods. Project page: https://fyycs.github.io/Re-HOLD.

  • 9 authors
·
Mar 21, 2025

RSAR: Restricted State Angle Resolver and Rotated SAR Benchmark

Rotated object detection has made significant progress in the optical remote sensing. However, advancements in the Synthetic Aperture Radar (SAR) field are laggard behind, primarily due to the absence of a large-scale dataset. Annotating such a dataset is inefficient and costly. A promising solution is to employ a weakly supervised model (e.g., trained with available horizontal boxes only) to generate pseudo-rotated boxes for reference before manual calibration. Unfortunately, the existing weakly supervised models exhibit limited accuracy in predicting the object's angle. Previous works attempt to enhance angle prediction by using angle resolvers that decouple angles into cosine and sine encodings. In this work, we first reevaluate these resolvers from a unified perspective of dimension mapping and expose that they share the same shortcomings: these methods overlook the unit cycle constraint inherent in these encodings, easily leading to prediction biases. To address this issue, we propose the Unit Cycle Resolver, which incorporates a unit circle constraint loss to improve angle prediction accuracy. Our approach can effectively improve the performance of existing state-of-the-art weakly supervised methods and even surpasses fully supervised models on existing optical benchmarks (i.e., DOTA-v1.0 dataset). With the aid of UCR, we further annotate and introduce RSAR, the largest multi-class rotated SAR object detection dataset to date. Extensive experiments on both RSAR and optical datasets demonstrate that our UCR enhances angle prediction accuracy. Our dataset and code can be found at: https://github.com/zhasion/RSAR.

  • 6 authors
·
Jan 8, 2025

CAST: Component-Aligned 3D Scene Reconstruction from an RGB Image

Recovering high-quality 3D scenes from a single RGB image is a challenging task in computer graphics. Current methods often struggle with domain-specific limitations or low-quality object generation. To address these, we propose CAST (Component-Aligned 3D Scene Reconstruction from a Single RGB Image), a novel method for 3D scene reconstruction and recovery. CAST starts by extracting object-level 2D segmentation and relative depth information from the input image, followed by using a GPT-based model to analyze inter-object spatial relationships. This enables the understanding of how objects relate to each other within the scene, ensuring more coherent reconstruction. CAST then employs an occlusion-aware large-scale 3D generation model to independently generate each object's full geometry, using MAE and point cloud conditioning to mitigate the effects of occlusions and partial object information, ensuring accurate alignment with the source image's geometry and texture. To align each object with the scene, the alignment generation model computes the necessary transformations, allowing the generated meshes to be accurately placed and integrated into the scene's point cloud. Finally, CAST incorporates a physics-aware correction step that leverages a fine-grained relation graph to generate a constraint graph. This graph guides the optimization of object poses, ensuring physical consistency and spatial coherence. By utilizing Signed Distance Fields (SDF), the model effectively addresses issues such as occlusions, object penetration, and floating objects, ensuring that the generated scene accurately reflects real-world physical interactions. CAST can be leveraged in robotics, enabling efficient real-to-simulation workflows and providing realistic, scalable simulation environments for robotic systems.

  • 9 authors
·
Feb 18, 2025 3

Discovering and using Spelke segments

Segments in computer vision are often defined by semantic considerations and are highly dependent on category-specific conventions. In contrast, developmental psychology suggests that humans perceive the world in terms of Spelke objects--groupings of physical things that reliably move together when acted on by physical forces. Spelke objects thus operate on category-agnostic causal motion relationships which potentially better support tasks like manipulation and planning. In this paper, we first benchmark the Spelke object concept, introducing the SpelkeBench dataset that contains a wide variety of well-defined Spelke segments in natural images. Next, to extract Spelke segments from images algorithmically, we build SpelkeNet, a class of visual world models trained to predict distributions over future motions. SpelkeNet supports estimation of two key concepts for Spelke object discovery: (1) the motion affordance map, identifying regions likely to move under a poke, and (2) the expected-displacement map, capturing how the rest of the scene will move. These concepts are used for "statistical counterfactual probing", where diverse "virtual pokes" are applied on regions of high motion-affordance, and the resultant expected displacement maps are used define Spelke segments as statistical aggregates of correlated motion statistics. We find that SpelkeNet outperforms supervised baselines like SegmentAnything (SAM) on SpelkeBench. Finally, we show that the Spelke concept is practically useful for downstream applications, yielding superior performance on the 3DEditBench benchmark for physical object manipulation when used in a variety of off-the-shelf object manipulation models.

  • 13 authors
·
Jul 21, 2025 2

DeVI: Physics-based Dexterous Human-Object Interaction via Synthetic Video Imitation

Recent advances in video generative models enable the synthesis of realistic human-object interaction videos across a wide range of scenarios and object categories, including complex dexterous manipulations that are difficult to capture with motion capture systems. While the rich interaction knowledge embedded in these synthetic videos holds strong potential for motion planning in dexterous robotic manipulation, their limited physical fidelity and purely 2D nature make them difficult to use directly as imitation targets in physics-based character control. We present DeVI (Dexterous Video Imitation), a novel framework that leverages text-conditioned synthetic videos to enable physically plausible dexterous agent control for interacting with unseen target objects. To overcome the imprecision of generative 2D cues, we introduce a hybrid tracking reward that integrates 3D human tracking with robust 2D object tracking. Unlike methods relying on high-quality 3D kinematic demonstrations, DeVI requires only the generated video, enabling zero-shot generalization across diverse objects and interaction types. Extensive experiments demonstrate that DeVI outperforms existing approaches that imitate 3D human-object interaction demonstrations, particularly in modeling dexterous hand-object interactions. We further validate the effectiveness of DeVI in multi-object scenes and text-driven action diversity, showcasing the advantage of using video as an HOI-aware motion planner.

PointOBB: Learning Oriented Object Detection via Single Point Supervision

Single point-supervised object detection is gaining attention due to its cost-effectiveness. However, existing approaches focus on generating horizontal bounding boxes (HBBs) while ignoring oriented bounding boxes (OBBs) commonly used for objects in aerial images. This paper proposes PointOBB, the first single Point-based OBB generation method, for oriented object detection. PointOBB operates through the collaborative utilization of three distinctive views: an original view, a resized view, and a rotated/flipped (rot/flp) view. Upon the original view, we leverage the resized and rot/flp views to build a scale augmentation module and an angle acquisition module, respectively. In the former module, a Scale-Sensitive Consistency (SSC) loss is designed to enhance the deep network's ability to perceive the object scale. For accurate object angle predictions, the latter module incorporates self-supervised learning to predict angles, which is associated with a scale-guided Dense-to-Sparse (DS) matching strategy for aggregating dense angles corresponding to sparse objects. The resized and rot/flp views are switched using a progressive multi-view switching strategy during training to achieve coupled optimization of scale and angle. Experimental results on the DIOR-R and DOTA-v1.0 datasets demonstrate that PointOBB achieves promising performance, and significantly outperforms potential point-supervised baselines.

  • 6 authors
·
Nov 23, 2023

ArtHOI: Taming Foundation Models for Monocular 4D Reconstruction of Hand-Articulated-Object Interactions

Existing hand-object interactions (HOI) methods are largely limited to rigid objects, while 4D reconstruction methods of articulated objects generally require pre-scanning the object or even multi-view videos. It remains an unexplored but significant challenge to reconstruct 4D human-articulated-object interactions from a single monocular RGB video. Fortunately, recent advancements in foundation models present a new opportunity to address this highly ill-posed problem. To this end, we introduce ArtHOI, an optimization-based framework that integrates and refines priors from multiple foundation models. Our key contribution is a suite of novel methodologies designed to resolve the inherent inaccuracies and physical unreality of these priors. In particular, we introduce an Adaptive Sampling Refinement (ASR) method to optimize object's metric scale and pose for grounding its normalized mesh in world space. Furthermore, we propose a Multimodal Large Language Model (MLLM) guided hand-object alignment method, utilizing contact reasoning information as constraints of hand-object mesh composition optimization. To facilitate a comprehensive evaluation, we also contribute two new datasets, ArtHOI-RGBD and ArtHOI-Wild. Extensive experiments validate the robustness and effectiveness of our ArtHOI across diverse objects and interactions. Project: https://arthoi-reconstruction.github.io.

  • 5 authors
·
Mar 26 2

OmniManip: Towards General Robotic Manipulation via Object-Centric Interaction Primitives as Spatial Constraints

The development of general robotic systems capable of manipulating in unstructured environments is a significant challenge. While Vision-Language Models(VLM) excel in high-level commonsense reasoning, they lack the fine-grained 3D spatial understanding required for precise manipulation tasks. Fine-tuning VLM on robotic datasets to create Vision-Language-Action Models(VLA) is a potential solution, but it is hindered by high data collection costs and generalization issues. To address these challenges, we propose a novel object-centric representation that bridges the gap between VLM's high-level reasoning and the low-level precision required for manipulation. Our key insight is that an object's canonical space, defined by its functional affordances, provides a structured and semantically meaningful way to describe interaction primitives, such as points and directions. These primitives act as a bridge, translating VLM's commonsense reasoning into actionable 3D spatial constraints. In this context, we introduce a dual closed-loop, open-vocabulary robotic manipulation system: one loop for high-level planning through primitive resampling, interaction rendering and VLM checking, and another for low-level execution via 6D pose tracking. This design ensures robust, real-time control without requiring VLM fine-tuning. Extensive experiments demonstrate strong zero-shot generalization across diverse robotic manipulation tasks, highlighting the potential of this approach for automating large-scale simulation data generation.

  • 6 authors
·
Jan 7, 2025 3

RISurConv: Rotation Invariant Surface Attention-Augmented Convolutions for 3D Point Cloud Classification and Segmentation

Despite the progress on 3D point cloud deep learning, most prior works focus on learning features that are invariant to translation and point permutation, and very limited efforts have been devoted for rotation invariant property. Several recent studies achieve rotation invariance at the cost of lower accuracies. In this work, we close this gap by proposing a novel yet effective rotation invariant architecture for 3D point cloud classification and segmentation. Instead of traditional pointwise operations, we construct local triangle surfaces to capture more detailed surface structure, based on which we can extract highly expressive rotation invariant surface properties which are then integrated into an attention-augmented convolution operator named RISurConv to generate refined attention features via self-attention layers. Based on RISurConv we build an effective neural network for 3D point cloud analysis that is invariant to arbitrary rotations while maintaining high accuracy. We verify the performance on various benchmarks with supreme results obtained surpassing the previous state-of-the-art by a large margin. We achieve an overall accuracy of 96.0% (+4.7%) on ModelNet40, 93.1% (+12.8%) on ScanObjectNN, and class accuracies of 91.5% (+3.6%), 82.7% (+5.1%), and 78.5% (+9.2%) on the three categories of the FG3D dataset for the fine-grained classification task. Additionally, we achieve 81.5% (+1.0%) mIoU on ShapeNet for the segmentation task. Code is available here: https://github.com/cszyzhang/RISurConv

  • 3 authors
·
Aug 12, 2024

SpriteHand: Real-Time Versatile Hand-Object Interaction with Autoregressive Video Generation

Modeling and synthesizing complex hand-object interactions remains a significant challenge, even for state-of-the-art physics engines. Conventional simulation-based approaches rely on explicitly defined rigid object models and pre-scripted hand gestures, making them inadequate for capturing dynamic interactions with non-rigid or articulated entities such as deformable fabrics, elastic materials, hinge-based structures, furry surfaces, or even living creatures. In this paper, we present SpriteHand, an autoregressive video generation framework for real-time synthesis of versatile hand-object interaction videos across a wide range of object types and motion patterns. SpriteHand takes as input a static object image and a video stream in which the hands are imagined to interact with the virtual object embedded in a real-world scene, and generates corresponding hand-object interaction effects in real time. Our model employs a causal inference architecture for autoregressive generation and leverages a hybrid post-training approach to enhance visual realism and temporal coherence. Our 1.3B model supports real-time streaming generation at around 18 FPS and 640x368 resolution, with an approximate 150 ms latency on a single NVIDIA RTX 5090 GPU, and more than a minute of continuous output. Experiments demonstrate superior visual quality, physical plausibility, and interaction fidelity compared to both generative and engine-based baselines.

  • 7 authors
·
Dec 1, 2025

PIVOT: Iterative Visual Prompting Elicits Actionable Knowledge for VLMs

Vision language models (VLMs) have shown impressive capabilities across a variety of tasks, from logical reasoning to visual understanding. This opens the door to richer interaction with the world, for example robotic control. However, VLMs produce only textual outputs, while robotic control and other spatial tasks require outputting continuous coordinates, actions, or trajectories. How can we enable VLMs to handle such settings without fine-tuning on task-specific data? In this paper, we propose a novel visual prompting approach for VLMs that we call Prompting with Iterative Visual Optimization (PIVOT), which casts tasks as iterative visual question answering. In each iteration, the image is annotated with a visual representation of proposals that the VLM can refer to (e.g., candidate robot actions, localizations, or trajectories). The VLM then selects the best ones for the task. These proposals are iteratively refined, allowing the VLM to eventually zero in on the best available answer. We investigate PIVOT on real-world robotic navigation, real-world manipulation from images, instruction following in simulation, and additional spatial inference tasks such as localization. We find, perhaps surprisingly, that our approach enables zero-shot control of robotic systems without any robot training data, navigation in a variety of environments, and other capabilities. Although current performance is far from perfect, our work highlights potentials and limitations of this new regime and shows a promising approach for Internet-Scale VLMs in robotic and spatial reasoning domains. Website: pivot-prompt.github.io and HuggingFace: https://huggingface.co/spaces/pivot-prompt/pivot-prompt-demo.

  • 23 authors
·
Feb 12, 2024 2

On the Continuity of Rotation Representations in Neural Networks

In neural networks, it is often desirable to work with various representations of the same space. For example, 3D rotations can be represented with quaternions or Euler angles. In this paper, we advance a definition of a continuous representation, which can be helpful for training deep neural networks. We relate this to topological concepts such as homeomorphism and embedding. We then investigate what are continuous and discontinuous representations for 2D, 3D, and n-dimensional rotations. We demonstrate that for 3D rotations, all representations are discontinuous in the real Euclidean spaces of four or fewer dimensions. Thus, widely used representations such as quaternions and Euler angles are discontinuous and difficult for neural networks to learn. We show that the 3D rotations have continuous representations in 5D and 6D, which are more suitable for learning. We also present continuous representations for the general case of the n-dimensional rotation group SO(n). While our main focus is on rotations, we also show that our constructions apply to other groups such as the orthogonal group and similarity transforms. We finally present empirical results, which show that our continuous rotation representations outperform discontinuous ones for several practical problems in graphics and vision, including a simple autoencoder sanity test, a rotation estimator for 3D point clouds, and an inverse kinematics solver for 3D human poses.

  • 5 authors
·
Dec 17, 2018

DirectDrag: High-Fidelity, Mask-Free, Prompt-Free Drag-based Image Editing via Readout-Guided Feature Alignment

Drag-based image editing using generative models provides intuitive control over image structures. However, existing methods rely heavily on manually provided masks and textual prompts to preserve semantic fidelity and motion precision. Removing these constraints creates a fundamental trade-off: visual artifacts without masks and poor spatial control without prompts. To address these limitations, we propose DirectDrag, a novel mask- and prompt-free editing framework. DirectDrag enables precise and efficient manipulation with minimal user input while maintaining high image fidelity and accurate point alignment. DirectDrag introduces two key innovations. First, we design an Auto Soft Mask Generation module that intelligently infers editable regions from point displacement, automatically localizing deformation along movement paths while preserving contextual integrity through the generative model's inherent capacity. Second, we develop a Readout-Guided Feature Alignment mechanism that leverages intermediate diffusion activations to maintain structural consistency during point-based edits, substantially improving visual fidelity. Despite operating without manual mask or prompt, DirectDrag achieves superior image quality compared to existing methods while maintaining competitive drag accuracy. Extensive experiments on DragBench and real-world scenarios demonstrate the effectiveness and practicality of DirectDrag for high-quality, interactive image manipulation. Project Page: https://frakw.github.io/DirectDrag/. Code is available at: https://github.com/frakw/DirectDrag.

  • 5 authors
·
Dec 3, 2025

MagicStick: Controllable Video Editing via Control Handle Transformations

Text-based video editing has recently attracted considerable interest in changing the style or replacing the objects with a similar structure. Beyond this, we demonstrate that properties such as shape, size, location, motion, etc., can also be edited in videos. Our key insight is that the keyframe transformations of the specific internal feature (e.g., edge maps of objects or human pose), can easily propagate to other frames to provide generation guidance. We thus propose MagicStick, a controllable video editing method that edits the video properties by utilizing the transformation on the extracted internal control signals. In detail, to keep the appearance, we inflate both the pretrained image diffusion model and ControlNet to the temporal dimension and train low-rank adaptions (LORA) layers to fit the specific scenes. Then, in editing, we perform an inversion and editing framework. Differently, finetuned ControlNet is introduced in both inversion and generation for attention guidance with the proposed attention remix between the spatial attention maps of inversion and editing. Yet succinct, our method is the first method to show the ability of video property editing from the pre-trained text-to-image model. We present experiments on numerous examples within our unified framework. We also compare with shape-aware text-based editing and handcrafted motion video generation, demonstrating our superior temporal consistency and editing capability than previous works. The code and models will be made publicly available.

  • 8 authors
·
Dec 5, 2023 2

ReKep: Spatio-Temporal Reasoning of Relational Keypoint Constraints for Robotic Manipulation

Representing robotic manipulation tasks as constraints that associate the robot and the environment is a promising way to encode desired robot behaviors. However, it remains unclear how to formulate the constraints such that they are 1) versatile to diverse tasks, 2) free of manual labeling, and 3) optimizable by off-the-shelf solvers to produce robot actions in real-time. In this work, we introduce Relational Keypoint Constraints (ReKep), a visually-grounded representation for constraints in robotic manipulation. Specifically, ReKep is expressed as Python functions mapping a set of 3D keypoints in the environment to a numerical cost. We demonstrate that by representing a manipulation task as a sequence of Relational Keypoint Constraints, we can employ a hierarchical optimization procedure to solve for robot actions (represented by a sequence of end-effector poses in SE(3)) with a perception-action loop at a real-time frequency. Furthermore, in order to circumvent the need for manual specification of ReKep for each new task, we devise an automated procedure that leverages large vision models and vision-language models to produce ReKep from free-form language instructions and RGB-D observations. We present system implementations on a wheeled single-arm platform and a stationary dual-arm platform that can perform a large variety of manipulation tasks, featuring multi-stage, in-the-wild, bimanual, and reactive behaviors, all without task-specific data or environment models. Website at https://rekep-robot.github.io/.

  • 5 authors
·
Sep 3, 2024

SpinBench: Perspective and Rotation as a Lens on Spatial Reasoning in VLMs

We present SpinBench, a cognitively grounded diagnostic benchmark for evaluating spatial reasoning in vision language models (VLMs). SpinBench is designed around the core challenge of spatial reasoning: perspective taking, the ability to reason about how scenes and object relations change under viewpoint transformation. Since perspective taking requires multiple cognitive capabilities, such as recognizing objects across views, relative positions grounding, and mentally simulating transformations, SpinBench introduces a set of fine-grained diagnostic categories. Our categories target translation, rotation, object relative pose, and viewpoint change, and are progressively structured so that single-object simpler tasks scaffold toward the most demanding multi-object perspective-taking setting. We evaluate 37 state-of-the-art VLMs, both proprietary and open source. Results reveal systematic weaknesses: strong egocentric bias, poor rotational understanding, and inconsistencies under symmetrical and syntactic reformulations. Scaling analysis shows both smooth improvements and emergent capabilities. While human subjects achieve high accuracy (91.2\%), task difficulty as measured by human response time shows strong correlation with VLM accuracy, indicating that SpinBench captures spatial reasoning challenges shared across humans and VLMs. We believe SpinBench provides critical insights into spatial reasoning in VLMs and highlights key gaps in their ability to reason about physical space. Our website can be found at https://spinbench25.github.io/.

  • 5 authors
·
Sep 29, 2025

ComRoPE: Scalable and Robust Rotary Position Embedding Parameterized by Trainable Commuting Angle Matrices

The Transformer architecture has revolutionized various regions since it was proposed, and its effectiveness largely depends on the ability to encode positional information. Traditional position encoding methods exhibit significant limitations due to lack of robustness and flexibility of position. Therefore, Rotary Positional Encoding (RoPE) was proposed to alleviate these issues, which integrates positional information by rotating the embeddings in the attention mechanism. However, RoPE requires manually defined rotation matrices with limited transformation space, constraining the model's capacity. In this work, we propose ComRoPE, which generalizes RoPE by defining it in terms of trainable commuting angle matrices. Specifically, we demonstrate that pairwise commutativity of these matrices is essential for RoPE to achieve scalability and positional robustness. We formally define the RoPE Equation, which is an essential condition that ensures consistent performance with position offsets. Based on the theoretical analysis, we present two types of trainable commuting angle matrices as sufficient solutions to the RoPE equation, which significantly improve performance, surpassing the current state-of-the-art method by 1.6% at training resolution and 2.9% at higher resolution on the ImageNet-1K dataset. Furthermore, our framework shows versatility in generalizing to existing RoPE formulations and offering new insights for future positional encoding research. To ensure reproducibility, the source code and instructions are available at https://github.com/Longin-Yu/ComRoPE

  • 10 authors
·
Jun 4, 2025

MoRight: Motion Control Done Right

Generating motion-controlled videos--where user-specified actions drive physically plausible scene dynamics under freely chosen viewpoints--demands two capabilities: (1) disentangled motion control, allowing users to separately control the object motion and adjust camera viewpoint; and (2) motion causality, ensuring that user-driven actions trigger coherent reactions from other objects rather than merely displacing pixels. Existing methods fall short on both fronts: they entangle camera and object motion into a single tracking signal and treat motion as kinematic displacement without modeling causal relationships between object motion. We introduce MoRight, a unified framework that addresses both limitations through disentangled motion modeling. Object motion is specified in a canonical static-view and transferred to an arbitrary target camera viewpoint via temporal cross-view attention, enabling disentangled camera and object control. We further decompose motion into active (user-driven) and passive (consequence) components, training the model to learn motion causality from data. At inference, users can either supply active motion and MoRight predicts consequences (forward reasoning), or specify desired passive outcomes and MoRight recovers plausible driving actions (inverse reasoning), all while freely adjusting the camera viewpoint. Experiments on three benchmarks demonstrate state-of-the-art performance in generation quality, motion controllability, and interaction awareness.

nvidia NVIDIA
·
Apr 7 1

Robust Frame-to-Frame Camera Rotation Estimation in Crowded Scenes

We present an approach to estimating camera rotation in crowded, real-world scenes from handheld monocular video. While camera rotation estimation is a well-studied problem, no previous methods exhibit both high accuracy and acceptable speed in this setting. Because the setting is not addressed well by other datasets, we provide a new dataset and benchmark, with high-accuracy, rigorously verified ground truth, on 17 video sequences. Methods developed for wide baseline stereo (e.g., 5-point methods) perform poorly on monocular video. On the other hand, methods used in autonomous driving (e.g., SLAM) leverage specific sensor setups, specific motion models, or local optimization strategies (lagging batch processing) and do not generalize well to handheld video. Finally, for dynamic scenes, commonly used robustification techniques like RANSAC require large numbers of iterations, and become prohibitively slow. We introduce a novel generalization of the Hough transform on SO(3) to efficiently and robustly find the camera rotation most compatible with optical flow. Among comparably fast methods, ours reduces error by almost 50\% over the next best, and is more accurate than any method, irrespective of speed. This represents a strong new performance point for crowded scenes, an important setting for computer vision. The code and the dataset are available at https://fabiendelattre.com/robust-rotation-estimation.

  • 7 authors
·
Sep 15, 2023

DragMesh: Interactive 3D Generation Made Easy

While generative models have excelled at creating static 3D content, the pursuit of systems that understand how objects move and respond to interactions remains a fundamental challenge. Current methods for articulated motion lie at a crossroads: they are either physically consistent but too slow for real-time use, or generative but violate basic kinematic constraints. We present DragMesh, a robust framework for real-time interactive 3D articulation built around a lightweight motion generation core. Our core contribution is a novel decoupled kinematic reasoning and motion generation framework. First, we infer the latent joint parameters by decoupling semantic intent reasoning (which determines the joint type) from geometric regression (which determines the axis and origin using our Kinematics Prediction Network (KPP-Net)). Second, to leverage the compact, continuous, and singularity-free properties of dual quaternions for representing rigid body motion, we develop a novel Dual Quaternion VAE (DQ-VAE). This DQ-VAE receives these predicted priors, along with the original user drag, to generate a complete, plausible motion trajectory. To ensure strict adherence to kinematics, we inject the joint priors at every layer of the DQ-VAE's non-autoregressive Transformer decoder using FiLM (Feature-wise Linear Modulation) conditioning. This persistent, multi-scale guidance is complemented by a numerically-stable cross-product loss to guarantee axis alignment. This decoupled design allows DragMesh to achieve real-time performance and enables plausible, generative articulation on novel objects without retraining, offering a practical step toward generative 3D intelligence. Code: https://github.com/AIGeeksGroup/DragMesh. Website: https://aigeeksgroup.github.io/DragMesh.

PekingUniversity Peking University
·
Dec 6, 2025 2

OBoW: Online Bag-of-Visual-Words Generation for Self-Supervised Learning

Learning image representations without human supervision is an important and active research field. Several recent approaches have successfully leveraged the idea of making such a representation invariant under different types of perturbations, especially via contrastive-based instance discrimination training. Although effective visual representations should indeed exhibit such invariances, there are other important characteristics, such as encoding contextual reasoning skills, for which alternative reconstruction-based approaches might be better suited. With this in mind, we propose a teacher-student scheme to learn representations by training a convolutional net to reconstruct a bag-of-visual-words (BoW) representation of an image, given as input a perturbed version of that same image. Our strategy performs an online training of both the teacher network (whose role is to generate the BoW targets) and the student network (whose role is to learn representations), along with an online update of the visual-words vocabulary (used for the BoW targets). This idea effectively enables fully online BoW-guided unsupervised learning. Extensive experiments demonstrate the interest of our BoW-based strategy which surpasses previous state-of-the-art methods (including contrastive-based ones) in several applications. For instance, in downstream tasks such Pascal object detection, Pascal classification and Places205 classification, our method improves over all prior unsupervised approaches, thus establishing new state-of-the-art results that are also significantly better even than those of supervised pre-training. We provide the implementation code at https://github.com/valeoai/obow.

  • 6 authors
·
Dec 21, 2020

Parallel Vertex Diffusion for Unified Visual Grounding

Unified visual grounding pursues a simple and generic technical route to leverage multi-task data with less task-specific design. The most advanced methods typically present boxes and masks as vertex sequences to model referring detection and segmentation as an autoregressive sequential vertex generation paradigm. However, generating high-dimensional vertex sequences sequentially is error-prone because the upstream of the sequence remains static and cannot be refined based on downstream vertex information, even if there is a significant location gap. Besides, with limited vertexes, the inferior fitting of objects with complex contours restricts the performance upper bound. To deal with this dilemma, we propose a parallel vertex generation paradigm for superior high-dimension scalability with a diffusion model by simply modifying the noise dimension. An intuitive materialization of our paradigm is Parallel Vertex Diffusion (PVD) to directly set vertex coordinates as the generation target and use a diffusion model to train and infer. We claim that it has two flaws: (1) unnormalized coordinate caused a high variance of loss value; (2) the original training objective of PVD only considers point consistency but ignores geometry consistency. To solve the first flaw, Center Anchor Mechanism (CAM) is designed to convert coordinates as normalized offset values to stabilize the training loss value. For the second flaw, Angle summation loss (ASL) is designed to constrain the geometry difference of prediction and ground truth vertexes for geometry-level consistency. Empirical results show that our PVD achieves state-of-the-art in both referring detection and segmentation, and our paradigm is more scalable and efficient than sequential vertex generation with high-dimension data.

  • 7 authors
·
Mar 13, 2023

CPAM: Context-Preserving Adaptive Manipulation for Zero-Shot Real Image Editing

Editing natural images using textual descriptions in text-to-image diffusion models remains a significant challenge, particularly in achieving consistent generation and handling complex, non-rigid objects. Existing methods often struggle to preserve textures and identity, require extensive fine-tuning, and exhibit limitations in editing specific spatial regions or objects while retaining background details. This paper proposes Context-Preserving Adaptive Manipulation (CPAM), a novel zero-shot framework for complicated, non-rigid real image editing. Specifically, we propose a preservation adaptation module that adjusts self-attention mechanisms to preserve and independently control the object and background effectively. This ensures that the objects' shapes, textures, and identities are maintained while keeping the background undistorted during the editing process using the mask guidance technique. Additionally, we develop a localized extraction module to mitigate the interference with the non-desired modified regions during conditioning in cross-attention mechanisms. We also introduce various mask-guidance strategies to facilitate diverse image manipulation tasks in a simple manner. Extensive experiments on our newly constructed Image Manipulation BenchmArk (IMBA), a robust benchmark dataset specifically designed for real image editing, demonstrate that our proposed method is the preferred choice among human raters, outperforming existing state-of-the-art editing techniques.

  • 5 authors
·
Jun 23, 2025

AnchorCrafter: Animate CyberAnchors Saling Your Products via Human-Object Interacting Video Generation

The automatic generation of anchor-style product promotion videos presents promising opportunities in online commerce, advertising, and consumer engagement. However, this remains a challenging task despite significant advancements in pose-guided human video generation. In addressing this challenge, we identify the integration of human-object interactions (HOI) into pose-guided human video generation as a core issue. To this end, we introduce AnchorCrafter, a novel diffusion-based system designed to generate 2D videos featuring a target human and a customized object, achieving high visual fidelity and controllable interactions. Specifically, we propose two key innovations: the HOI-appearance perception, which enhances object appearance recognition from arbitrary multi-view perspectives and disentangles object and human appearance, and the HOI-motion injection, which enables complex human-object interactions by overcoming challenges in object trajectory conditioning and inter-occlusion management. Additionally, we introduce the HOI-region reweighting loss, a training objective that enhances the learning of object details. Extensive experiments demonstrate that our proposed system outperforms existing methods in preserving object appearance and shape awareness, while simultaneously maintaining consistency in human appearance and motion. Project page: https://cangcz.github.io/Anchor-Crafter/

  • 10 authors
·
Nov 26, 2024 2

MotionBricks: Scalable Real-Time Motions with Modular Latent Generative Model and Smart Primitives

Despite transformative advances in generative motion synthesis, real-time interactive motion control remains dominated by traditional techniques. In this work, we identify two key challenges in bridging research and production: 1) Real-time scalability: Industry applications demand real-time generation of a vast repertoire of motion skills, while generative methods exhibit significant degradation in quality and scalability under real-time computation constraints, and 2) Integration: Industry applications demand fine-grained multi-modal control involving velocity commands, style selection, and precise keyframes, a need largely unmet by existing text- or tag-driven models. To overcome these limitations, we introduce MotionBricks: a large-scale, real-time generative framework with a two-fold solution. First, we propose a large-scale modular latent generative backbone tailored for robust real-time motion generation, effectively modeling a dataset of over 350,000 motion clips with a single model. Second, we introduce smart primitives that provide a unified, robust, and intuitive interface for authoring both navigation and object interaction. Applications can be designed in a plug-and-play manner like assembling bricks without expert animation knowledge. Quantitatively, we show that MotionBricks produces state-of-the-art motion quality on open-source and proprietary datasets of various scales, while also achieving a real-time throughput of 15,000 FPS with 2ms latency. We demonstrate the flexibility and robustness of MotionBricks in a complete production-level animation demo, covering navigation and object-scene interaction across various styles with a unified model. To showcase our framework's application beyond animation, we deploy MotionBricks on the Unitree G1 humanoid robot to demonstrate its flexibility and generalization for real-time robotic control.

  • 16 authors
·
Apr 26

TIGeR: Tool-Integrated Geometric Reasoning in Vision-Language Models for Robotics

Vision-Language Models (VLMs) have shown remarkable capabilities in spatial reasoning, yet they remain fundamentally limited to qualitative precision and lack the computational precision required for real-world robotics. Current approaches fail to leverage metric cues from depth sensors and camera calibration, instead reducing geometric problems to pattern recognition tasks that cannot deliver the centimeter-level accuracy essential for robotic manipulation. We present TIGeR (Tool-Integrated Geometric Reasoning), a novel framework that transforms VLMs from perceptual estimators to geometric computers by enabling them to generate and execute precise geometric computations through external tools. Rather than attempting to internalize complex geometric operations within neural networks, TIGeR empowers models to recognize geometric reasoning requirements, synthesize appropriate computational code, and invoke specialized libraries for exact calculations. To support this paradigm, we introduce TIGeR-300K, a comprehensive tool-invocation-oriented dataset covering point transformations, pose estimation, and spatial compatibility verification, complete with tool invocation sequences and intermediate computations. Through a two-stage training pipeline combining supervised fine-tuning (SFT) and reinforcement fine-tuning (RFT) with our proposed hierarchical reward design, TIGeR achieves SOTA performance on geometric reasoning benchmarks while demonstrating centimeter-level precision in real-world robotic manipulation tasks.

  • 9 authors
·
Oct 8, 2025

Hierarchical and Modular Network on Non-prehensile Manipulation in General Environments

For robots to operate in general environments like households, they must be able to perform non-prehensile manipulation actions such as toppling and rolling to manipulate ungraspable objects. However, prior works on non-prehensile manipulation cannot yet generalize across environments with diverse geometries. The main challenge lies in adapting to varying environmental constraints: within a cabinet, the robot must avoid walls and ceilings; to lift objects to the top of a step, the robot must account for the step's pose and extent. While deep reinforcement learning (RL) has demonstrated impressive success in non-prehensile manipulation, accounting for such variability presents a challenge for the generalist policy, as it must learn diverse strategies for each new combination of constraints. To address this, we propose a modular and reconfigurable architecture that adaptively reconfigures network modules based on task requirements. To capture the geometric variability in environments, we extend the contact-based object representation (CORN) to environment geometries, and propose a procedural algorithm for generating diverse environments to train our agent. Taken together, the resulting policy can zero-shot transfer to novel real-world environments and objects despite training entirely within a simulator. We additionally release a simulation-based benchmark featuring nine digital twins of real-world scenes with 353 objects to facilitate non-prehensile manipulation research in realistic domains.

  • 4 authors
·
Feb 28, 2025

iSegMan: Interactive Segment-and-Manipulate 3D Gaussians

The efficient rendering and explicit nature of 3DGS promote the advancement of 3D scene manipulation. However, existing methods typically encounter challenges in controlling the manipulation region and are unable to furnish the user with interactive feedback, which inevitably leads to unexpected results. Intuitively, incorporating interactive 3D segmentation tools can compensate for this deficiency. Nevertheless, existing segmentation frameworks impose a pre-processing step of scene-specific parameter training, which limits the efficiency and flexibility of scene manipulation. To deliver a 3D region control module that is well-suited for scene manipulation with reliable efficiency, we propose interactive Segment-and-Manipulate 3D Gaussians (iSegMan), an interactive segmentation and manipulation framework that only requires simple 2D user interactions in any view. To propagate user interactions to other views, we propose Epipolar-guided Interaction Propagation (EIP), which innovatively exploits epipolar constraint for efficient and robust interaction matching. To avoid scene-specific training to maintain efficiency, we further propose the novel Visibility-based Gaussian Voting (VGV), which obtains 2D segmentations from SAM and models the region extraction as a voting game between 2D Pixels and 3D Gaussians based on Gaussian visibility. Taking advantage of the efficient and precise region control of EIP and VGV, we put forth a Manipulation Toolbox to implement various functions on selected regions, enhancing the controllability, flexibility and practicality of scene manipulation. Extensive results on 3D scene manipulation and segmentation tasks fully demonstrate the significant advantages of iSegMan. Project page is available at https://zhao-yian.github.io/iSegMan.

  • 6 authors
·
May 17, 2025

Programmable Motion Generation for Open-Set Motion Control Tasks

Character animation in real-world scenarios necessitates a variety of constraints, such as trajectories, key-frames, interactions, etc. Existing methodologies typically treat single or a finite set of these constraint(s) as separate control tasks. They are often specialized, and the tasks they address are rarely extendable or customizable. We categorize these as solutions to the close-set motion control problem. In response to the complexity of practical motion control, we propose and attempt to solve the open-set motion control problem. This problem is characterized by an open and fully customizable set of motion control tasks. To address this, we introduce a new paradigm, programmable motion generation. In this paradigm, any given motion control task is broken down into a combination of atomic constraints. These constraints are then programmed into an error function that quantifies the degree to which a motion sequence adheres to them. We utilize a pre-trained motion generation model and optimize its latent code to minimize the error function of the generated motion. Consequently, the generated motion not only inherits the prior of the generative model but also satisfies the required constraints. Experiments show that we can generate high-quality motions when addressing a wide range of unseen tasks. These tasks encompass motion control by motion dynamics, geometric constraints, physical laws, interactions with scenes, objects or the character own body parts, etc. All of these are achieved in a unified approach, without the need for ad-hoc paired training data collection or specialized network designs. During the programming of novel tasks, we observed the emergence of new skills beyond those of the prior model. With the assistance of large language models, we also achieved automatic programming. We hope that this work will pave the way for the motion control of general AI agents.

  • 5 authors
·
May 29, 2024

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

  • 6 authors
·
Apr 25, 2024 1

DRoPE: Directional Rotary Position Embedding for Efficient Agent Interaction Modeling

Accurate and efficient modeling of agent interactions is essential for trajectory generation, the core of autonomous driving systems. Existing methods, scene-centric, agent-centric, and query-centric frameworks, each present distinct advantages and drawbacks, creating an impossible triangle among accuracy, computational time, and memory efficiency. To break this limitation, we propose Directional Rotary Position Embedding (DRoPE), a novel adaptation of Rotary Position Embedding (RoPE), originally developed in natural language processing. Unlike traditional relative position embedding (RPE), which introduces significant space complexity, RoPE efficiently encodes relative positions without explicitly increasing complexity but faces inherent limitations in handling angular information due to periodicity. DRoPE overcomes this limitation by introducing a uniform identity scalar into RoPE's 2D rotary transformation, aligning rotation angles with realistic agent headings to naturally encode relative angular information. We theoretically analyze DRoPE's correctness and efficiency, demonstrating its capability to simultaneously optimize trajectory generation accuracy, time complexity, and space complexity. Empirical evaluations compared with various state-of-the-art trajectory generation models, confirm DRoPE's good performance and significantly reduced space complexity, indicating both theoretical soundness and practical effectiveness. The video documentation is available at https://drope-traj.github.io/.

  • 10 authors
·
Mar 19, 2025

PAct: Part-Decomposed Single-View Articulated Object Generation

Articulated objects are central to interactive 3D applications, including embodied AI, robotics, and VR/AR, where functional part decomposition and kinematic motion are essential. Yet producing high-fidelity articulated assets remains difficult to scale because it requires reliable part decomposition and kinematic rigging. Existing approaches largely fall into two paradigms: optimization-based reconstruction or distillation, which can be accurate but often takes tens of minutes to hours per instance, and inference-time methods that rely on template or part retrieval, producing plausible results that may not match the specific structure and appearance in the input observation. We introduce a part-centric generative framework for articulated object creation that synthesizes part geometry, composition, and articulation under explicit part-aware conditioning. Our representation models an object as a set of movable parts, each encoded by latent tokens augmented with part identity and articulation cues. Conditioned on a single image, the model generates articulated 3D assets that preserve instance-level correspondence while maintaining valid part structure and motion. The resulting approach avoids per-instance optimization, enables fast feed-forward inference, and supports controllable assembly and articulation, which are important for embodied interaction. Experiments on common articulated categories (e.g., drawers and doors) show improved input consistency, part accuracy, and articulation plausibility over optimization-based and retrieval-driven baselines, while substantially reducing inference time.

  • 7 authors
·
Feb 16

Wan-Move: Motion-controllable Video Generation via Latent Trajectory Guidance

We present Wan-Move, a simple and scalable framework that brings motion control to video generative models. Existing motion-controllable methods typically suffer from coarse control granularity and limited scalability, leaving their outputs insufficient for practical use. We narrow this gap by achieving precise and high-quality motion control. Our core idea is to directly make the original condition features motion-aware for guiding video synthesis. To this end, we first represent object motions with dense point trajectories, allowing fine-grained control over the scene. We then project these trajectories into latent space and propagate the first frame's features along each trajectory, producing an aligned spatiotemporal feature map that tells how each scene element should move. This feature map serves as the updated latent condition, which is naturally integrated into the off-the-shelf image-to-video model, e.g., Wan-I2V-14B, as motion guidance without any architecture change. It removes the need for auxiliary motion encoders and makes fine-tuning base models easily scalable. Through scaled training, Wan-Move generates 5-second, 480p videos whose motion controllability rivals Kling 1.5 Pro's commercial Motion Brush, as indicated by user studies. To support comprehensive evaluation, we further design MoveBench, a rigorously curated benchmark featuring diverse content categories and hybrid-verified annotations. It is distinguished by larger data volume, longer video durations, and high-quality motion annotations. Extensive experiments on MoveBench and the public dataset consistently show Wan-Move's superior motion quality. Code, models, and benchmark data are made publicly available.

AlibabaTongyiLab TongyiLab
·
Dec 9, 2025 5