Demo Data from EDBT 2026 / reviewers in the wild / expert
Xiaowen Qiu
dblp:336/3175
· DBLP profile ↗
4ranked-venue papers
0as first author
4since 2021 · last 2025
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 3 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
3 papers |
3D vision · 39% Robot manipulation · 23% Language models and text generation · 13% | |
| Computer graphics and multimedia
1 paper |
Visual content generation and editing · 100% |
Topics — the 11 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
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 |
Computer vision › 3D vision
3d scene understanding |
0.8 | 1 | 2024 | 3D-VLA: A 3D Vision-Language-Action Generative World Model · ICML 2024 |
Machine learning › Generative modeling
diffusion model |
0.8 | 1 | 2024 | 3D-VLA: A 3D Vision-Language-Action Generative World Model · ICML 2024 |
Robotics › Robot manipulation
embodied foundation models |
0.8 | 1 | 2024 | 3D-VLA: A 3D Vision-Language-Action Generative World Model · ICML 2024 |
Robotics › Robot manipulation › embodied foundation models
vision-language-action model |
0.8 | 1 | 2024 | 3D-VLA: A 3D Vision-Language-Action Generative World Model · ICML 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 |
0.3 | 1 | 2025 | RobotSmith: Generative Robotic Tool Design for Acquisition of Complex Manipulation Skills · NeurIPS 2025 |
Methods — techniques the papers use, named apart from their topics
hierarchical generation · 1.5diffusion inpainting · 1.5depth estimation · 1.5vision-language model · 0.9trajectory optimization · 0.9physics simulation · 0.9large language model · 0.8diffusion model · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 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 | 4 |
| 2024 | 3D-VLA: A 3D Vision-Language-Action Generative World ModelabstractRecent vision-language-action (VLA) models rely on 2D inputs, lacking integration with the broader realm of the 3D physical world. Furthermore, they perform action prediction by learning a direct mapping from perception to action, neglecting the vast dynamics of the world and the relations between actions and dynamics. In contrast, human beings are endowed with world models that depict imagination about future scenarios to plan action accordingly. To this end, we propose 3D-VLA by introducing a new family of embodied foundation models that seamlessly link 3D perception, reasoning, and action through a generative world model. Specifically, 3D-VLA is built on top of a 3D-based large language model (LLM) and a set of action tokens is introduced to engage with the embodied environment. Furthermore, to inject generation abilities into the model, we train the embodied diffusion models and align them into the LLM for predicting the goal image and point cloud. To train our 3D-VLA, we curate a large-scale 3D embodied instruction dataset by extracting vast 3D-related information from existing robotics datasets. Our experiments on held-in datasets demonstrate that 3D-VLA significantly improves the reasoning, multimodality generation and planning capabilities in embodied environments, showcasing its potential in real-world applications. Haoyu Zhen, Xiaowen Qiu, Peihao Chen, Xin Yan 0008, Yilun Du, Yining Hong, Chuang Gan 0001 |
ICML | 2 |
| 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 | 2 |
| 2023 | Multi-domain Information Fusion for Key-Points Guided GAN Inversion
Ruize Xu, Xiaowen Qiu, Boan He, Weifeng Ge |
PRCV (11) | 2 |