VLDB 2026 Research / reviewers in the wild / expert
Yian Wang 0001
dblp:71/10046-1
· DBLP profile ↗
6ranked-venue papers
3as first author
6since 2021 · last 2025
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 3 first-author · 6 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
6 papers |
Robot manipulation · 29% Motion planning and robot control · 28% 3D vision · 18% | |
| Computer graphics and multimedia
1 paper |
Visual content generation and editing · 100% |
Topics — the 16 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Robot manipulation › assembly
assembly skill acquisition |
0.9 | 1 | 2025 | MatchMaker: Automated Asset Generation for Robotic Assembly · ICRA 2025 |
Robotics › Robot manipulation
grasping |
0.9 | 1 | 2025 | MatchMaker: Automated Asset Generation for Robotic Assembly · ICRA 2025 |
Robotics › Motion planning and robot control › robot learning
manipulation skill learning |
0.9 | 1 | 2025 | RobotSmith: Generative Robotic Tool Design for Acquisition of Complex Manipulation Skills · NeurIPS 2025 |
Natural language and speech › Language models and text generation › LLM agents
tool use |
0.9 | 1 | 2025 | RobotSmith: Generative Robotic Tool Design for Acquisition of Complex Manipulation Skills · NeurIPS 2025 |
Computer vision › 3D vision › 3d human pose estimation
2d-to-3d pose lifting |
0.8 | 1 | 2024 | Architect: Generating Vivid and Interactive 3D Scenes with Hierarchical 2D Inpainting · NeurIPS 2024 |
Computer vision › 3D vision
3d scene reconstruction |
0.8 | 1 | 2024 | Architect: Generating Vivid and Interactive 3D Scenes with Hierarchical 2D Inpainting · NeurIPS 2024 |
Natural language and speech › Language models and text generation › LLM agents
embodied large language model |
0.8 | 1 | 2024 | MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World · CVPR 2024 |
Machine learning › Reinforcement learning
policy learning |
0.8 | 1 | 2024 | RoboGen: Towards Unleashing Infinite Data for Automated Robot Learning via Generative Simulation · ICML 2024 |
Robotics › Motion planning and robot control
robot learning |
0.8 | 1 | 2024 | RoboGen: Towards Unleashing Infinite Data for Automated Robot Learning via Generative Simulation · ICML 2024 |
Robotics › Motion planning and robot control › robot learning
robot skill learning |
0.8 | 1 | 2024 | RoboGen: Towards Unleashing Infinite Data for Automated Robot Learning via Generative Simulation · ICML 2024 |
Robotics › Motion planning and robot control
trajectory optimization |
0.8 | 1 | 2024 | Thin-Shell Object Manipulations With Differentiable Physics Simulations · ICLR 2024 |
Visual content generation and editing
3d scene generation |
0.8 | 1 | 2024 | Architect: Generating Vivid and Interactive 3D Scenes with Hierarchical 2D Inpainting · NeurIPS 2024 |
Visual content generation and editing › 3d scene generation
diffusion-based scene generation |
0.8 | 1 | 2024 | Architect: Generating Vivid and Interactive 3D Scenes with Hierarchical 2D Inpainting · NeurIPS 2024 |
Computer vision › 3D vision
3d content generation |
0.5 | 2 | 2025 | RobotSmith: Generative Robotic Tool Design for Acquisition of Complex Manipulation Skills · NeurIPS 2025 MatchMaker: Automated Asset Generation for Robotic Assembly · ICRA 2025 |
Computer vision › Segmentation and scene understanding
multisensory perception |
0.2 | 1 | 2024 | MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D World · CVPR 2024 |
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer |
0.2 | 1 | 2024 | Thin-Shell Object Manipulations With Differentiable Physics Simulations · ICLR 2024 |
Methods — techniques the papers use, named apart from their topics
trajectory optimization · 1.6reinforcement learning · 1.5vision-language model · 0.9sim-to-real transfer · 0.9physics simulation · 0.9generative AI · 0.9object-centric representation · 0.8large language model · 0.8instruction tuning · 0.8hierarchical generation · 0.8diffusion inpainting · 0.8differentiable physics simulation · 0.8depth estimation · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | MatchMaker: Automated Asset Generation for Robotic AssemblyabstractRobotic assembly remains a significant challenge due to complexities in visual perception, functional grasping, contact-rich manipulation, and performing high-precision tasks. Simulation-based learning and sim-to-real transfer have led to recent success in solving assembly tasks in the presence of object pose variation, perception noise, and control error; however, the development of a generalist (i.e., multi-task) agent for a broad range of assembly tasks has been limited by the need to manually curate assembly assets, which greatly constrains the number and diversity of assembly problems that can be used for policy learning. Inspired by recent success of using generative AI to scale up robot learning, we propose Match-Maker, a pipeline to automatically generate diverse, simulation-compatible assembly asset pairs to facilitate learning assembly skills. Specifically, MatchMaker can 1) take a simulation-incompatible, interpenetrating asset pair as input, and automatically convert it into a simulation-compatible, interpenetration-free pair, 2) take an arbitrary single asset as input, and generate a geometrically-mating asset to create an asset pair, 3) automatically erode contact surfaces from (1) or (2) according to a user-specified clearance parameter to generate realistic parts. We demonstrate that data generated by MatchMaker outperforms previous work in terms of diversity and effectiveness for downstream assembly skill learning. Project page: https://wangyian-me.github.io/MatchMaker/. Yian Wang 0001, Bingjie Tang, Chuang Gan 0001, Dieter Fox, Kaichun Mo, Yashraj Narang, Iretiayo Akinola |
ICRA | 1 |
| 2025 | RobotSmith: Generative Robotic Tool Design for Acquisition of Complex Manipulation SkillsabstractEndowing robots with tool design abilities is critical for enabling them to solve complex manipulation tasks that would otherwise be intractable. While recent generative frameworks can automatically synthesize task settings—such as 3D scenes and reward functions—they have not yet addressed the challenge of tool-use scenarios. Simply retrieving human-designed tools might not be ideal since many tools (e.g., a rolling pin) are difficult for robotic manipulators to handle. Furthermore, existing tool design approaches either rely on predefined templates with limited parameter tuning or apply generic 3D generation methods that are not optimized for tool creation.
To address these limitations, we propose **RobotSmith**, an automated pipeline that leverages the implicit physical knowledge embedded in vision-language models (VLMs) alongside the more accurate physics provided by physics simulations to design and use tools for robotic manipulation. Our system (1) iteratively proposes tool designs using collaborative VLM agents, (2) generates low-level robot trajectories for tool use, and (3) jointly optimizes tool geometry and usage for task performance.
We evaluate our approach across a wide range of manipulation tasks involving rigid, deformable, and fluid objects. Experiments show that our method consistently outperforms strong baselines in both task success rate and overall performance. Notably, our approach achieves a 50.0\% average success rate, significantly surpassing other baselines such as 3D generation (21.4\%) and tool retrieval (11.1\%). Finally, we deploy our system in real-world settings, demonstrating that the generated tools and their usage plans transfer effectively to physical execution, validating the practicality and generalization capabilities of our approach. Chunru Lin, Haotian Yuan 0005, Yian Wang 0001, Xiaowen Qiu, Tsun-Hsuan Wang, Yashraj Narang, Dieter Fox, Chuang Gan 0001 |
NeurIPS | 3 |
| 2024 | MultiPLY: A Multisensory Object-Centric Embodied Large Language Model in 3D WorldabstractHuman beings possess the capability to multiply a mélange of multisensory cues while actively exploring and interacting with the 3D world. Current multi-modal large language models, however, passively absorb sensory data as inputs, lacking the capacity to actively interact with the objects in the 3D environment and dynamically collect their multisensory information. To usher in the study of this area, we propose MultiPLY, a multisensory embodied large language model that could incorporate multisensory interactive data, including visual, audio, tactile, and thermal information into large language models, thereby establishing the correlation among words, actions, and percepts. To this end, we first collect Multisensory Universe, a large-scale multisensory interaction dataset comprising 500k data by deploying an LLM-powered embodied agent to engage with the 3D environment. To perform instruction tuning with pre-trained LLM on such generated data, we first encode the 3D scene as abstracted object-centric representations, and then introduce action tokens denoting that the embodied agent takes certain actions within the environment, as well as state tokens that represent the multisensory state observations of the agent at each time step. In the inference time, MultiPLY could generate action tokens, instructing the agent to take the action in the environment and obtain the next multisensory state observation. The observation is then appended back to the LLM via state tokens to generate subsequent text or action tokens. We demonstrate that MultiPLY out-performs baselines by a large margin through a diverse set of embodied tasks involving object retrieval, tool use, mul-tisensory captioning, and task decomposition. Yining Hong, Zishuo Zheng, Peihao Chen, Yian Wang 0001, Chuang Gan 0001 |
CVPR | 4 |
| 2024 | Thin-Shell Object Manipulations With Differentiable Physics SimulationsabstractIn this work, we aim to teach robots to manipulate various thin-shell materials.
Prior works studying thin-shell object manipulation mostly rely on heuristic policies or learn policies from real-world video demonstrations, and only focus on limited material types and tasks (e.g., cloth unfolding). However, these approaches face significant challenges when extended to a wider variety of thin-shell materials and a diverse range of tasks.
On the other hand, while virtual simulations are shown to be effective in diverse robot skill learning and evaluation, prior thin-shell simulation environments only support a subset of thin-shell materials, which also limits their supported range of tasks.
To fill in this gap, we introduce ThinShellLab - a fully differentiable simulation platform tailored for robotic interactions with diverse thin-shell materials possessing varying material properties, enabling flexible thin-shell manipulation skill learning and evaluation. Building on top of our developed simulation engine, we design a diverse set of manipulation tasks centered around different thin-shell objects. Our experiments suggest that manipulating thin-shell objects presents several unique challenges: 1) thin-shell manipulation relies heavily on frictional forces due to the objects' co-dimensional nature, 2) the materials being manipulated are highly sensitive to minimal variations in interaction actions, and 3) the constant and frequent alteration in contact pairs makes trajectory optimization methods susceptible to local optima, and neither standard reinforcement learning algorithms nor trajectory optimization methods (either gradient-based or gradient-free) are able to solve the tasks alone. To overcome these challenges, we present an optimization scheme that couples sampling-based trajectory optimization and gradient-based optimization, boosting both learning efficiency and converged performance across various proposed tasks. In addition, the differentiable nature of our platform facilitates a smooth sim-to-real transition. By tuning simulation parameters with a minimal set of real-world data, we demonstrate successful deployment of the learned skills to real-robot settings. ThinShellLab will be publicly available. Video demonstration and more information can be found on the project website https://vis-www.cs.umass.edu/ThinShellLab/. Yian Wang 0001, Juntian Zheng, Zhehuan Chen, Zhou Xian, Gu Zhang, Chuang Gan 0001 |
ICLR | 1 |
| 2024 | RoboGen: Towards Unleashing Infinite Data for Automated Robot Learning via Generative SimulationabstractWe present RoboGen, a generative robotic agent that automatically learns diverse robotic skills at scale via generative simulation. RoboGen leverages the latest advancements in foundation and generative models. Instead of directly adapting these models to produce policies or low-level actions, we advocate for a generative scheme, which uses these models to automatically generate diversified tasks, scenes, and training supervisions, thereby scaling up robotic skill learning with minimal human supervision. Our approach equips a robotic agent with a self-guided propose-generate-learn cycle: the agent first proposes interesting tasks and skills to develop, and then generates simulation environments by populating pertinent assets with proper spatial configurations. Afterwards, the agent decomposes the proposed task into sub-tasks, selects the optimal learning approach (reinforcement learning, motion planning, or trajectory optimization), generates required training supervision, and then learns policies to acquire the proposed skill. Our fully generative pipeline can be queried repeatedly, producing an endless stream of skill demonstrations associated with diverse tasks and environments. Yufei Wang 0007, Zhou Xian, Tsun-Hsuan Wang, Yian Wang 0001, Katerina Fragkiadaki, Zackory Erickson, David Held, Chuang Gan 0001 |
ICML | 5 |
| 2024 | Architect: Generating Vivid and Interactive 3D Scenes with Hierarchical 2D InpaintingabstractCreating large-scale interactive 3D environments is essential for the development of Robotics and Embodied AI research. However, generating diverse embodied environments with realistic detail and considerable complexity remains a significant challenge. Current methods, including manual design, procedural generation, diffusion-based scene generation, and large language model (LLM) guided scene design, are hindered by limitations such as excessive human effort, reliance on predefined rules or training datasets, and limited 3D spatial reasoning ability. Since pre-trained 2D image generative models better capture scene and object configuration than LLMs, we address these challenges by introducing $\textit{Architect}$, a generative framework that creates complex and realistic 3D embodied environments leveraging diffusion-based 2D image inpainting. In detail, we utilize foundation visual perception models to obtain each generated object from the image and leverage pre-trained depth estimation models to lift the generated 2D image to 3D space. While there are still challenges that the camera parameters and scale of depth are still absent in the generated image, we address those problems by ''controlling'' the diffusion model by $\textit{hierarchical inpainting}$. Specifically, having access to ground-truth depth and camera parameters in simulation, we first render a photo-realistic image of only the background. Then, we inpaint the foreground in this image, passing the geometric cues to the inpainting model in the background, which informs the camera parameters.
This process effectively controls the camera parameters and depth scale for the generated image, facilitating the back-projection from 2D image to 3D point clouds. Our pipeline is further extended to a hierarchical and iterative inpainting process to continuously generate the placement of large furniture and small objects to enrich the scene. This iterative structure brings the flexibility for our method to generate or refine scenes from various starting points, such as text, floor plans, or pre-arranged environments. Experimental results demonstrate that $\textit{Architect}$ outperforms existing methods in producing realistic and complex environments, making it highly suitable for Embodied AI and robotics applications. Yian Wang 0001, Xiaowen Qiu, Jiageng Liu, Zhehuan Chen, Jiting Cai, Yufei Wang 0007, Tsun-Hsuan Wang, Zhou Xian, Chuang Gan 0001 |
NeurIPS | 1 |