Valts Blukis

dblp:210/9692 · DBLP profile ↗
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12ranked-venue papers
0as first author
10since 2021 · last 2026
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 9 · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 8 since 2021Systems, architecture and hardware · 3 · 2 since 2021
YearPublicationVenuePosition
2026 3D-GENERALIST: Vision-Language-Action Models for Crafting 3D Worlds
abstract
Creating 3D graphics content for immersive and interactive worlds remains labor-intensive, limiting our ability to create large-scale synthetic data for training foundation models. Recent methods aim to alleviate this, but they often focus on a single aspect (e.g., layout) and do not improve generation quality by simply scaling computational resources. We recast 3D environment generation as a sequential decision-making problem, using Vision-Language Models (VLMs) as policies that output actions to jointly craft a 3D environment's layout, materials, lighting, and assets. Our framework, 3D-Generalist, trains VLMs to generate more prompt-aligned 3D environments via self-improvement fine-tuning. We demonstrate the effectiveness of 3D-Generalist and our training strategy in generating simulation-ready 3D environments. We also demonstrate its quality and scalability for synthetic data generation by pretraining a vision foundation model on the generated data. After fine-tuning on downstream tasks, we show that it surpasses models pre-trained on meticulously human-crafted synthetic data and approaches results achieved when training with orders of magnitude larger real data.
Fan-Yun Sun, Shengguang Wu, Christian Jacobsen, Thomas Yim, Haoming Zou, Alexander Zook, Shangru Li, Yu-Hsin Chou, Ethem Can, Xunlei Wu, Clemens Eppner, Valts Blukis, Jonathan Tremblay, Jiajun Wu 0001, Stanley T. Birchfield, Nick Haber
3DV12
2025 Snap-it, Tap-it, Splat-it: Tactile-Informed 3D Gaussian Splatting for Reconstructing Challenging Surfaces
abstract
Touch and vision go hand in hand, mutually enhancing our ability to understand the world. From a research perspective, the problem of mixing touch and vision together is underexplored and presents interesting challenges. To this end, we propose Tactile-Informed 3DGS, a novel approach that incorporates contact data (local depth maps) with multi-view images to achieve surface reconstruction and novel view synthesis. Our method optimises 3D Gaussian primitives to accurately model the object's geometry at points of contact. By creating a framework that decreases the transmittance at touch locations, we achieve a refined surface reconstruction, ensuring a uniformly smooth depth map. Touch is particularly useful when considering non-Lambertian objects, such as shiny or reflective surfaces, since contemporary methods tend to fail to reconstruct specular highlights with fidelity. By combining vision and tactile sensing, we achieve more accurate geometry reconstructions with fewer images than prior methods. We conduct evaluation on objects with glossy and reflective surfaces and demonstrate improved reconstruction quality in both the virtual and real world
Mauro Comi, Alessio Tonioni, Jonathan Tremblay, Max Yang, Valts Blukis, Yijiong Lin, Nathan F. Lepora, Laurence Aitchison
3DV5
2025 3D-MVP: 3D Multiview Pretraining for Manipulation
abstract
Recent works have shown that visual pretraining on ego-centric datasets using masked autoencoders (MAE) can improve generalization for downstream robotics tasks. However, these approaches pretrain only on 2D images, while many robotics applications require 3D scene understanding. In this work, we propose 3D-MVP, a novel approach for 3D Multi-View Pretraining using masked autoencoders. We leverage Robotic View Transformer (RVT), which uses a multi-view transformer to understand the 3D scene and predict gripper pose actions. We split RVT’s multi-view transformer into visual encoder and action decoder, and pretrain its visual encoder using masked autoencoding on large-scale 3D datasets such as Objaverse. We evaluate 3D-MVP on a suite of virtual robot manipulation tasks and demonstrate improved performance over baselines. Our results suggest that 3D-aware pretraining is a promising approach to improve generalization of vision-based robotic manipulation policies.
Shengyi Qian 0001, Kaichun Mo, Valts Blukis, David F. Fouhey, Dieter Fox, Ankit Goyal 0001
CVPR3
2025 RoboSpatial: Teaching Spatial Understanding to 2D and 3D Vision-Language Models for Robotics
abstract
Spatial understanding is a crucial capability that enables robots to perceive their surroundings, reason about their environment, and interact with it meaningfully. In modern robotics, these capabilities are increasingly provided by vision-language models. However, these models face significant challenges in spatial reasoning tasks, as their training data are based on general-purpose image datasets that often lack sophisticated spatial understanding. For example, datasets frequently do not capture reference frame comprehension, yet effective spatial reasoning requires understanding whether to reason from ego-, world-, or object-centric perspectives. To address this issue, we introduce RoboSpatial, a large-scale dataset for spatial understanding in robotics. It consists of real indoor and tabletop scenes, captured as 3D scans and egocentric images, and annotated with rich spatial information relevant to robotics. The dataset includes 1M images, 5k 3D scans, and 3M annotated spatial relationships, and the pairing of 2D egocentric images with 3D scans makes it both 2D- and 3D- ready. Our experiments show that models trained with RoboSpatial outperform baselines on downstream tasks such as spatial affordance prediction, spatial relationship prediction, and robotics manipulation.
Chan Hee Song, Valts Blukis, Jonathan Tremblay, Stephen Tyree, Yu Su 0001, Stanley T. Birchfield
CVPR2
2024 Partial-View Object View Synthesis via Filtering Inversion
abstract
We propose Filtering Inversion (FINV), a learning framework and optimization process that predicts a renderable 3D object representation from one or few partial views. FINV addresses the challenge of synthesizing novel views of objects from partial observations, spanning cases where the object is not entirely in view, is partially occluded, or is only observed from similar views. To achieve this, FINV learns shape priors by training a 3D generative model. At inference, given one or more views of a novel real-world object, FINV first finds a set of latent codes for the object by inverting the generative model from multiple initial seeds. Maintaining the set of latent codes, FINV filters and resamples them after receiving each new observation, akin to particle filtering. The generator is then finetuned for each latent code on the available views in order to adapt to novel objects. We show that FINV successfully synthesizes novel views of real-world objects (e.g., chairs, tables, and cars), even if the generative prior is trained only on synthetic objects. The ability to address the sim-to-real problem allows FINV to be used for object categories without real-world datasets. FINV achieves state-of-the-art performance on multiple real-world datasets, recovers object shape and texture from partial and sparse views, is robust to occlusion, and is able to incrementally improves its representation with more observations.
Fan-Yun Sun, Jonathan Tremblay, Valts Blukis, Danfei Xu, Boris Ivanovic, Péter Karkus, Stanley T. Birchfield, Dieter Fox, Yunzhu Li, Jiajun Wu 0001, Marco Pavone 0001, Nick Haber
3DV3
2024 Neural Implicit Representation for Building Digital Twins of Unknown Articulated Objects
abstract
We address the problem of building digital twins of unknown articulated objects from two RGBD scans of the object at different articulation states. We decompose the problem into two stages, each addressing distinct aspects. Our method first reconstructs object-level shape at each state, then recovers the underlying articulation model in-cluding part segmentation and joint articulations that as-sociate the two states. By explicitly modeling point-level correspondences and exploiting cues from images, 3D reconstructions, and kinematics, our method yields more accurate and stable results compared to prior work. It also handles more than one movable part and does not rely on any object shape or structure priors. Project page: https://github.com/NVlabs/DigitalTwinArt
Yijia Weng, Bowen Wen, Jonathan Tremblay, Valts Blukis, Dieter Fox, Leonidas J. Guibas, Stanley T. Birchfield
CVPR4
2023 TTA-COPE: Test-Time Adaptation for Category-Level Object Pose Estimation
abstract
Test-time adaptation methods have been gaining attention recently as a practical solution for addressing source-to-target domain gaps by gradually updating the model without requiring labels on the target data. In this paper, we propose a method of test-time adaptation for category-level object pose estimation called TTA-COPE. We design a pose ensemble approach with a self-training loss using pose-aware confidence. Unlike previous unsupervised domain adaptation methods for category-level object pose estimation, our approach processes the test data in a sequential, online manner, and it does not require access to the source domain at runtime. Extensive experimental results demonstrate that the proposed pose ensemble and the self-training loss improve category-level object pose performance during test time under both semi-supervised and unsupervised settings.
Taeyeop Lee, Jonathan Tremblay, Valts Blukis, Bowen Wen, Byeong-Uk Lee, Inkyu Shin, Stanley T. Birchfield, In-So Kweon, Kuk-Jin Yoon
CVPR3
2023 BundleSDF: Neural 6-DoF Tracking and 3D Reconstruction of Unknown Objects
abstract
We present a near real-time (10Hz) method for 6-DoF tracking of an unknown object from a monocular RGBD video sequence, while simultaneously performing neural 3D reconstruction of the object. Our method works for arbi-trary rigid objects, even when visual texture is largely ab-sent. The object is assumed to be segmented in the first frame only. No additional information is required, and no assumption is made about the interaction agent. Key to our method is a Neural Object Field that is learned concurrently with a pose graph optimization process in order to robustly accumulate information into a consistent 3D representation capturing both geometry and appearance. A dynamic pool of posed memory frames is automatically main-tained to facilitate communication between these threads. Our approach handles challenging sequences with large pose changes, partial and full occlusion, untextured surfaces, and specular highlights. We show results on HO3D, YCBInEOAT, and BEHAVE datasets, demonstrating that our method significantly outperforms existing approaches. Project page: https://bundlesdf.github.io/
Bowen Wen, Jonathan Tremblay, Valts Blukis, Stephen Tyree, Thomas Müller 0013, Alex Evans, Dieter Fox, Jan Kautz, Stanley T. Birchfield
CVPR3
2023 ProgPrompt: Generating Situated Robot Task Plans using Large Language Models
abstract
Task planning can require defining myriad domain knowledge about the world in which a robot needs to act. To ameliorate that effort, large language models (LLMs) can be used to score potential next actions during task planning, and even generate action sequences directly, given an instruction in natural language with no additional domain information. However, such methods either require enumerating all possible next steps for scoring, or generate free-form text that may contain actions not possible on a given robot in its current context. We present a programmatic LLM prompt structure that enables plan generation functional across situated environments, robot capabilities, and tasks. Our key insight is to prompt the LLM with program-like specifications of the available actions and objects in an environment, as well as with example programs that can be executed. We make concrete recommendations about prompt structure and generation constraints through ablation experiments, demonstrate state of the art success rates in VirtualHome household tasks, and deploy our method on a physical robot arm for tabletop tasks. Website at progprompt.github.io
Ishika Singh, Valts Blukis, Arsalan Mousavian, Ankit Goyal 0001, Danfei Xu, Jonathan Tremblay, Dieter Fox, Jesse Thomason, Animesh Garg
ICRA2
2023 CuRobo: Parallelized Collision-Free Robot Motion Generation
abstract
This paper explores the problem of collision-free motion generation for manipulators by formulating it as a global motion optimization problem. We develop a parallel optimization technique to solve this problem and demonstrate its effectiveness on massively parallel GPUs. We show that combining simple optimization techniques with many parallel seeds leads to solving difficult motion generation problems within 53ms on average, 62x faster than SOTA trajectory optimization methods. We achieve SOTA performance by combining L-BFGS step direction estimation with a novel parallel noisy line search scheme and a particle-based optimization solver. To further aid trajectory optimization, we develop a parallel geometric planner that is atleast 28x faster than SOTA RRTConnect implementations. We also introduce a collision-free IK solver that can solve over 9000 queries/s. We are releasing our GPU accelerated library CuRobo that contains core components for robot motion generation. Additional details are available at sites.google.com/nvidia.com/curobo.
Balakumar Sundaralingam, Siva Kumar Sastry Hari, Adam Fishman, Caelan Reed Garrett, Karl Van Wyk, Valts Blukis, Alexander Millane, Helen Oleynikova, Ankur Handa, Fabio Ramos 0001, Nathan D. Ratliff, Dieter Fox
ICRA6
2018 Mapping Instructions to Actions in 3D Environments with Visual Goal Prediction
abstract
We propose to decompose instruction execution to goal prediction and action generation.We design a model that maps raw visual observations to goals using LINGUNET, a language-conditioned image generation network, and then generates the actions required to complete them.Our model is trained from demonstration only without external resources.To evaluate our approach, we introduce two benchmarks for instruction following: LANI, a navigation task; and CHAI, where an agent executes household instructions.Our evaluation demonstrates the advantages of our model decomposition, and illustrates the challenges posed by our new benchmarks.
Dipendra Misra, Andrew Bennett, Valts Blukis, Eyvind Niklasson, Max Shatkhin, Yoav Artzi
EMNLP3
2017 Socially competent navigation planning by deep learning of multi-agent path topologies
abstract
We present a novel, data-driven framework for planning socially competent robot behaviors in crowded environments. The core of our approach is a topological model of collective navigation behaviors, based on braid groups. This model constitutes the basis for the design of a human-inspired probabilistic inference mechanism that predicts the topology of multiple agents' future trajectories, given observations of the context. We derive an approximation of this mechanism by employing a neural network learning architecture on synthetic data of collective navigation behaviors. Our planner makes use of this mechanism as a tool for interpreting the context and understanding what future behaviors are in compliance with it. The planning agent makes use of this understanding to determine a personal action that contributes to the context in the most clear way possible, while ensuring progress to its destination. Our simulations provide evidence that our planning framework results in socially competent navigation behaviors not only for the planning agent, but also for interacting naive agents. Performance benefits include (1) early conflict resolutions and (2) faster uncertainty decrease for the other agents in the scene.
Christoforos I. Mavrogiannis, Valts Blukis, Ross A. Knepper
IROS2