VLDB 2026 Research / reviewers in the wild / expert
Oleksandr Maksymets
dblp:239/4227
· DBLP profile ↗
13ranked-venue papers
1as first author
11since 2021 · last 2025
0000-0003-3515-8839ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 13 · 1 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 4 since 2021Systems, architecture and hardware · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | From Thousands to Billions: 3D Visual Language Grounding via Render-Supervised Distillation from 2D VLMsabstract3D vision-language grounding faces a fundamental data bottleneck: while 2D models train on billions of images, 3D models have access to only thousands of labeled scenes–a six-order-of-magnitude gap that severely limits performance. We introduce LIFT-GS, a practical distillation technique that overcomes this limitation by using differentiable rendering to bridge 3D and 2D supervision. LIFT-GS predicts 3D Gaussian representations from point clouds and uses them to render predicted language-conditioned 3D masks into 2D views, enabling supervision from 2D foundation models (SAM, CLIP, LLaMA) without requiring any 3D annotations. This render-supervised formulation enables end-to-end training of complete encoder-decoder architectures and is inherently model-agnostic. LIFT-GS achieves state-of-the-art results with 25.7% mAP on open-vocabulary instance segmentation (vs. 20.2% prior SOTA) and consistent 10-30% improvements on referential grounding tasks. Remarkably, pretraining effectively multiplies fine-tuning datasets by 2$\times$, demonstrating strong scaling properties that suggest 3D VLG currently operates in a severely data-scarce regime. Project page: https://liftgs.github.io. Ang Cao, Sergio Arnaud, Oleksandr Maksymets, Ada Martin, Vincent-Pierre Berges, Paul McVay, Ruslan Partsey, Aravind Rajeswaran, Franziska Meier, Justin Johnson 0001, Jeong Joon Park, Alexander Sax |
ICML | 3 |
| 2025 | LOCATE 3D: Real-World Object Localization via Self-Supervised Learning in 3DabstractWe present LOCATE 3D, a model for localizing objects in 3D scenes from referring expressions like "the small coffee table between the sofa and the lamp." LOCATE 3D sets a new state-of-the-art on standard referential grounding benchmarks and showcases robust generalization capabilities. Notably, LOCATE 3D operates directly on sensor observation streams (posed RGB-D frames), enabling real-world deployment on robots and AR devices. Key to our approach is 3D-JEPA, a novel self-supervised learning (SSL) algorithm applicable to sensor point clouds. It takes as input a 3D pointcloud featurized using 2D foundation models (CLIP, DINO). Subsequently, masked prediction in latent space is employed as a pretext task to aid the self-supervised learning of contextualized pointcloud features. Once trained, the 3D-JEPA encoder is finetuned alongside a language-conditioned decoder to jointly predict 3D masks and bounding boxes. Additionally, we introduce LOCATE 3D DATASET, a new dataset for 3D referential grounding, spanning multiple capture setups with over 130K annotations. This enables a systematic study of generalization capabilities as well as a stronger model. Code, models and dataset can be found at the project website: locate3d.atmeta.com Paul McVay, Sergio Arnaud, Ada Martin, Arjun Majumdar, Krishna Murthy Jatavallabhula, Phillip Thomas, Ruslan Partsey, Daniel Dugas, Abha Gejji, Alexander Sax, Vincent-Pierre Berges, Mikael Henaff, Ang Cao, Ishita Prasad, Mrinal Kalakrishnan, Michael G. Rabbat, Nicolas Ballas, Mido Assran, Oleksandr Maksymets, Aravind Rajeswaran |
ICML | 20 |
| 2024 | OpenEQA: Embodied Question Answering in the Era of Foundation ModelsabstractWe present a modern formulation of Embodied Question Answering (EQA) as the task of understanding an environment well enough to answer questions about it in natural language. An agent can achieve such an understanding by either drawing upon episodic memory, exemplified by agents on smart glasses, or by actively exploring the environment, as in the case of mobile robots. We accompany our formulation with OpenEQA - the first open-vocabulary benchmark dataset for EQA supporting both episodic memory and active exploration use cases. OpenEQA contains over 1600 high-quality human generated questions drawn from over 180 real-world environments. In addition to the dataset, we also provide an automatic LLM-powered evaluation protocol that has excellent correlation with human judgement. Using this dataset and evaluation protocol, we evaluate several state-of-the-art foundation models including GPT-4V, and find that they significantly lag behind human-level performance. Consequently, OpenEQA stands out as a straightforward, measurable, and practically rele-vant benchmark that poses a considerable challenge to current generation offoundation models. We hope this inspires and stimulates future research at the intersection of Embod-ied AI, conversational agents, and world models. Arjun Majumdar, Anurag Ajay, Xiaohan Zhang 0002, Pranav Putta, Sriram Yenamandra, Mikael Henaff, Sneha Silwal, Paul McVay, Oleksandr Maksymets, Sergio Arnaud, Karmesh Yadav, Qiyang Li, Ben Newman, Mohit Sharma 0001, Vincent-Pierre Berges, Shiqi Zhang 0001, Pulkit Agrawal 0001, Yonatan Bisk, Dhruv Batra, Mrinal Kalakrishnan, Franziska Meier, Chris Paxton 0001, Alexander Sax, Aravind Rajeswaran |
CVPR | 9 |
| 2024 | Habitat 3.0: A Co-Habitat for Humans, Avatars, and RobotsabstractWe present Habitat 3.0: a simulation platform for studying collaborative human-robot tasks in home environments. Habitat 3.0 offers contributions across three dimensions: (1) Accurate humanoid simulation: addressing challenges in modeling complex deformable bodies and diversity in appearance and motion, all while ensuring high simulation speed. (2) Human-in-the-loop infrastructure: enabling real human interaction with simulated robots via mouse/keyboard or a VR interface, facilitating evaluation of robot policies with human input. (3) Collaborative tasks: studying two collaborative tasks, Social Navigation and Social Rearrangement. Social Navigation investigates a robot's ability to locate and follow humanoid avatars in unseen environments, whereas Social Rearrangement addresses collaboration between a humanoid and robot while rearranging a scene. These contributions allow us to study end-to-end learned and heuristic baselines for human-robot collaboration in-depth, as well as evaluate them with humans in the loop. Our experiments demonstrate that learned robot policies lead to efficient task completion when collaborating with unseen humanoid agents and human partners that might exhibit behaviors that the robot has not seen before. Additionally, we observe emergent behaviors during collaborative task execution, such as the robot yielding space when obstructing a humanoid agent, thereby allowing the effective completion of the task by the humanoid agent. Furthermore, our experiments using the human-in-the-loop tool demonstrate that our automated evaluation with humanoids can provide an indication of the relative ordering of different policies when evaluated with real human collaborators. Habitat 3.0 unlocks interesting new features in simulators for Embodied AI, and we hope it paves the way for a new frontier of embodied human-AI interaction capabilities. For more details and visualizations, visit: https://aihabitat.org/habitat3. Xavier Puig, Eric Undersander, Andrew Szot, Mikael Dallaire Cote, Tsung-Yen Yang, Ruslan Partsey, Ruta Desai, Alexander Clegg, Michal Hlavac, So Yeon Min, Vladimir Vondrus, Théophile Gervet, Vincent-Pierre Berges, John M. Turner, Oleksandr Maksymets, Zsolt Kira, Mrinal Kalakrishnan, Jitendra Malik, Devendra Singh Chaplot, Unnat Jain, Dhruv Batra, Akshara Rai, Roozbeh Mottaghi |
ICLR | 15 |
| 2024 | What Do We Learn from a Large-Scale Study of Pre-Trained Visual Representations in Sim and Real Environments?abstractWe present a large empirical investigation on the use of pre-trained visual representations (PVRs) for training downstream policies that execute real-world tasks. Our study involves five different PVRs, each trained for five distinct manipulation or indoor navigation tasks. We performed this evaluation using three different robots and two different policy learning paradigms. From this e ort, we can arrive at three insights: 1) the performance trends of PVRs in the simulation are generally indicative of their trends in the real world, 2) the use of PVRs enables a first-of-its-kind result with indoor ImageNav (zero-shot transfer to a held-out scene in the real world), and 3) the benefits from variations in PVRs, primarily data-augmentation and fine-tuning, also transfer to the real-world performance. See project website1for additional details and visuals. Sneha Silwal, Karmesh Yadav, Tingfan Wu, Jay Vakil, Arjun Majumdar, Sergio Arnaud, Vincent-Pierre Berges, Dhruv Batra, Aravind Rajeswaran, Mrinal Kalakrishnan, Franziska Meier, Oleksandr Maksymets |
ICRA | 13 |
| 2023 | Where are we in the search for an Artificial Visual Cortex for Embodied Intelligence?abstractWe present the largest and most comprehensive empirical study of pre-trained visual representations (PVRs) or visual ‘foundation models’ for Embodied AI. First, we curate CortexBench, consisting of 17 different tasks spanning locomotion, navigation, dexterous, and mobile manipulation. Next, we systematically evaluate existing PVRs and find that none are universally dominant. To study the effect of pre-training data size and diversity, we combine over 4,000 hours of egocentric videos from 7 different sources (over 4.3M images) and ImageNet to train different-sized vision transformers using Masked Auto-Encoding (MAE) on slices of this data. Contrary to inferences from prior work, we find that scaling dataset size and diversity does not improve performance universally (but does so on average). Our largest model, named VC-1, outperforms all prior PVRs on average but does not universally dominate either. Next, we show that task- or domain-specific adaptation of VC-1 leads to substantial gains, with VC-1 (adapted) achieving competitive or superior performance than the best known results on all of the benchmarks in CortexBench. Finally, we present real-world hardware experiments, in which VC-1 and VC-1 (adapted) outperform the strongest pre-existing PVR. Overall, this paper presents no new techniques but a rigorous systematic evaluation, a broad set of findings about PVRs (that in some cases, refute those made in narrow domains in prior work), and open-sourced code and models (that required over 10,000 GPU-hours to train) for the benefit of the research community. Arjun Majumdar, Karmesh Yadav, Sergio Arnaud, Yecheng Jason Ma 0001, Sneha Silwal, Aryan Jain, Vincent-Pierre Berges, Tingfan Wu, Jay Vakil, Pieter Abbeel, Jitendra Malik, Dhruv Batra, Oleksandr Maksymets, Aravind Rajeswaran, Franziska Meier |
NeurIPS | 15 |
| 2022 | Is Mapping Necessary for Realistic PointGoal Navigation?abstractCan an autonomous agent navigate in a new environment without building an explicit map? For the task of PointGoal navigation ('Go to Δx, Δy’) under idealized settings (no RGB-D and actuation noise, perfect GPS+Compass), the answer is a clear ‘yes' - mapless neural models composed of task-agnostic components (CNNs and RNNs) trained with large-scale reinforcement learning achieve 100% Success on a standard dataset (Gibson [24] ). However, for PointNav in a realistic setting (RGB-D and actuation noise, no GPS+Compass), this is an open question; one we tackle in this paper. The strongest published result for this task is 71.7% Success [39].11According to Habitat Challenge 2020 PointNav benchmark held annually. A concurrent as-yet-unpublished result has reported 91% Success on 2021's benchmark, but we are unable to comment on the details because an associated report is not available.First, we identify the main (perhaps, only) cause of the drop in performance: absence of GPS+Compass. An agent with perfect GPS+Compass faced with RGB-D sensing and actuation noise achieves 99.8% Success (Gibson- v2 val). This suggests that (to paraphrase a meme) robust visual odometry is all we need for realistic PointNav; if we can achieve that, we can ignore the sensing and actuation noise. With that as our operating hypothesis, we scale dataset size, model size, and develop human-annotation-free dataaugmentation techniques to train neural models for visual odometry. We advance state of the art on the Habitat Realistic PointNav Challenge - SPL by 40% (relative), 53 to 74, and Success by 31% (relative), 71 to 94. While our approach does not saturate or ‘solve’ this dataset, this strong improvement combined with promising zero-shot sim2real transfer (to a LoCoBot robot) provides evidence consistent with the hypothesis that explicit mapping may not be necessary for navigation, even in a realistic setting. Ruslan Partsey, Erik Wijmans, Naoki Yokoyama, Oles Dobosevych, Dhruv Batra, Oleksandr Maksymets |
CVPR | 6 |
| 2022 | Memory-Augmented Reinforcement Learning for Image-Goal NavigationabstractIn this work, we present a memory-augmented approach for image-goal navigation. Earlier attempts, including RL-based and SLAM-based approaches have either shown poor generalization performance, or are heavily-reliant on pose/depth sensors. Our method is based on an attention-based end-to-end model that leverages an episodic memory to learn to navigate. First, we train a state-embedding network in a self-supervised fashion, and then use it to embed previously-visited states into the agent's memory. Our navigation policy takes advantage of this information through an attention mechanism. We validate our approach with extensive evaluations, and show that our model establishes a new state of the art on the challenging Gibson dataset. Furthermore, we achieve this impressive performance from RGB input alone, without access to additional information such as position or depth, in stark contrast to related work. Lina Mezghani, Sainbayar Sukhbaatar, Thibaut Lavril, Oleksandr Maksymets, Dhruv Batra, Piotr Bojanowski, Karteek Alahari |
IROS | 4 |
| 2021 | Waypoint Models for Instruction-guided Navigation in Continuous EnvironmentsabstractLittle inquiry has explicitly addressed the role of action spaces in language-guided visual navigation – either in terms of its effect on navigation success or the efficiency with which a robotic agent could execute the resulting trajectory. Building on the recently released VLN-CE [24] setting for instruction following in continuous environments, we develop a class of language-conditioned waypoint prediction networks to examine this question. We vary the expressivity of these models to explore a spectrum between low-level actions and continuous waypoint prediction. We measure task performance and estimated execution time on a profiled LoCoBot [1] robot. We find more expressive models result in simpler, faster to execute trajectories, but lower-level actions can achieve better navigation metrics by approximating shortest paths better. Further, our models outperform prior work in VLN-CE and set a new state-of-the-art on the public leaderboard – increasing success rate by 4% with our best model on this challenging task. Jacob Krantz, Aaron Gokaslan, Dhruv Batra, Stefan Lee, Oleksandr Maksymets |
ICCV | 5 |
| 2021 | THDA: Treasure Hunt Data Augmentation for Semantic NavigationabstractCan general-purpose neural models learn to navigate? For PointGoal navigation (‘go to Δx, Δy’), the answer is a clear ‘yes’ – mapless neural models composed of task-agnostic components (CNNs and RNNs) trained with large-scale model-free reinforcement learning achieve near-perfect performance [27]. However, for ObjectGoal navigation (‘find a TV’), this is an open question; one we tackle in this paper. The current best-known result on ObjectNav with general-purpose models is 6% success rate [25].First, we show that the key problem is overfitting. Large-scale training results in 94% success rate on training environments and only 8% in validation. We observe that this stems from agents memorizing environment layouts during training – sidestepping the need for exploration and directly learning shortest paths to nearby goal objects. We show that this is a natural consequence of optimizing for the task metric (which in fact penalizes exploration), is enabled by powerful observation encoders, and is possible due to the finite set of training environment configurations.Informed by our findings, we introduce Treasure Hunt Data Augmentation (THDA) to address overfitting in ObjectNav. THDA inserts 3D scans of household objects at arbitrary scene locations and uses them as ObjectNav goals – augmenting and greatly expanding the set of training layouts. Taken together with our other proposed changes, we improve the state of art on the Habitat ObjectGoal Navigation benchmark by 90% (from 14% success rate to 27%) and path efficiency by 48% (from 7.5 SPL to 11.1 SPL). Oleksandr Maksymets, Vincent Cartillier, Aaron Gokaslan, Erik Wijmans, Wojciech Galuba, Stefan Lee, Dhruv Batra |
ICCV | 1 |
| 2021 | Habitat 2.0: Training Home Assistants to Rearrange their HabitatabstractWe introduce Habitat 2.0 (H2.0), a simulation platform for training virtual robots in interactive 3D environments and complex physics-enabled scenarios. We make comprehensive contributions to all levels of the embodied AI stack – data, simulation, and benchmark tasks. Specifically, we present: (i) ReplicaCAD: an artist-authored, annotated, reconfigurable 3D dataset of apartments (matching real spaces) with articulated objects (e.g. cabinets and drawers that can open/close); (ii) H2.0: a high-performance physics-enabled 3D simulator with speeds exceeding 25,000 simulation steps per second (850x real-time) on an 8-GPU node, representing 100x speed-ups over prior work; and, (iii) Home Assistant Benchmark (HAB): a suite of common tasks for assistive robots (tidy the house, stock groceries, set the table) that test a range of mobile manipulation capabilities. These large-scale engineering contributions allow us to systematically compare deep reinforcement learning (RL) at scale and classical sense-plan-act (SPA) pipelines in long-horizon structured tasks, with an emphasis on generalization to new objects, receptacles, and layouts. We find that (1) flat RL policies struggle on HAB compared to hierarchical ones; (2) a hierarchy with independent skills suffers from ‘hand-off problems’, and (3) SPA pipelines are more brittle than RL policies. Andrew Szot, Alexander Clegg, Eric Undersander, Erik Wijmans, John M. Turner, Noah Maestre, Mustafa Mukadam, Devendra Singh Chaplot, Oleksandr Maksymets, Aaron Gokaslan, Vladimir Vondrus, Sameer Dharur, Franziska Meier, Wojciech Galuba, Angel X. Chang, Zsolt Kira, Vladlen Koltun, Jitendra Malik, Manolis Savva, Dhruv Batra |
NeurIPS | 10 |
| 2019 | Embodied Question Answering in Photorealistic Environments With Point Cloud PerceptionabstractTo help bridge the gap between internet vision-style problems and the goal of vision for embodied perception we instantiate a large-scale navigation task -- Embodied Question Answering [1] in photo-realistic environments (Matterport 3D). We thoroughly study navigation policies that utilize 3D point clouds, RGB images, or their combination. Our analysis of these models reveals several key findings. We find that two seemingly naive navigation baselines, forward-only and random, are strong navigators and challenging to outperform, due to the specific choice of the evaluation setting presented by [1]. We find a novel loss-weighting scheme we call Inflection Weighting to be important when training recurrent models for navigation with behavior cloning and are able to out perform the baselines with this technique. We find that point clouds provide a richer signal than RGB images for learning obstacle avoidance, motivating the use (and continued study) of 3D deep learning models for embodied navigation. Erik Wijmans, Samyak Datta, Oleksandr Maksymets, Abhishek Das 0002, Georgia Gkioxari, Stefan Lee, Irfan A. Essa, Devi Parikh, Dhruv Batra |
CVPR | 3 |
| 2019 | Habitat: A Platform for Embodied AI ResearchabstractWe present Habitat, a platform for research in embodied artificial intelligence (AI). Habitat enables training embodied agents (virtual robots) in highly efficient photorealistic 3D simulation. Specifically, Habitat consists of: (i) Habitat-Sim: a flexible, high-performance 3D simulator with configurable agents, sensors, and generic 3D dataset handling. Habitat-Sim is fast - when rendering a scene from Matterport3D, it achieves several thousand frames per second (fps) running single-threaded, and can reach over 10,000 fps multi-process on a single GPU. (ii) Habitat-API: a modular high-level library for end-toend development of embodied AI algorithms - defining tasks (e.g. navigation, instruction following, question answering), configuring, training, and benchmarking embodied agents. These large-scale engineering contributions enable us to answer scientific questions requiring experiments that were till now impracticable or `merely' impractical. Specifically, in the context of point-goal navigation: (1) we revisit the comparison between learning and SLAM approaches from two recent works [19, 16] and find evidence for the opposite conclusion - that learning outperforms SLAM if scaled to an order of magnitude more experience than previous investigations, and (2) we conduct the first cross-dataset generalization experiments {train, test} × {Matterport3D, Gibson} for multiple sensors {blind, RGB, RGBD, D} and find that only agents with depth (D) sensors generalize across datasets. We hope that our open-source platform and these findings will advance research in embodied AI. Manolis Savva, Jitendra Malik, Devi Parikh, Dhruv Batra, Abhishek Kadian, Oleksandr Maksymets, Erik Wijmans, Bhavana Jain, Julian Straub, Vladlen Koltun |
ICCV | 6 |