EDBT 2026 Demo / reviewers in the wild / expert
Siyuan Huang 0001
dblp:62/885-1
· DBLP profile ↗
71ranked-venue papers
5as first author
60since 2021 · last 2026
0000-0003-1524-7148ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 66 · 5 first-author · 55 since 2021Graphics, computer vision, multimedia, augmented reality and games · 46 · 3 first-author · 39 since 2021Systems, architecture and hardware · 6 · 6 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | 3D Scene Change Modeling With Consistent Multi-View AggregationabstractChange detection plays a vital role in scene monitoring, exploration, and continual reconstruction. Existing 3D change detection methods often exhibit spatial inconsistency in the detected changes and fail to explicitly separate pre- and post-change states. To address these limitations, we propose SCAR-3D, a novel 3D scene change detection framework that identifies object-level changes from a dense-view pre-change image sequence and sparse-view post-change images. Our approach consists of a signed-distance-based 2D differencing module followed by multiview aggregation with voting and pruning, leveraging the consistent nature of 3DGS to robustly separate pre- and post-change states. We further develop a continual scene reconstruction strategy that selectively updates dynamic regions while preserving the unchanged areas. We also contribute CCS3D, a challenging synthetic dataset that allows flexible combinations of 3D change types to support controlled evaluations. Extensive experiments demonstrate that our method achieves both high accuracy and efficiency, outperforming existing methods. Zirui Zhou, Junfeng Ni, Yixin Chen 0003, Siyuan Huang 0001 |
3DV | 5 |
| 2025 | ManipTrans: Efficient Dexterous Bimanual Manipulation Transfer via Residual LearningabstractHuman hands play a central role in interacting, motivating increasing research in dexterous robotic manipulation. Data-Driven embodied AI algorithms demand precise, large-scale, human-like manipulation sequences, which are challenging to obtain with conventional reinforcement learning or real-world teleoperation. To address this, we introduce ManipTrans, a novel two-stage method for efficiently transferring human bimanual skills to dexterous robotic hands in simulation. ManipTrans first pre-trains a generalist trajectory imitator to mimic hand motion, then fine-tunes a specific residual module under interaction constraints, enabling efficient learning and accurate execution of complex bimanual tasks. Experiments show that ManipTrans surpasses state-of-the-art methods in success rate, fidelity, and efficiency. Leveraging ManipTrans, we transfer multiple hand-object datasets to robotic hands, creating DexManipNet, a large-scale dataset featuring previously unexplored tasks like pen capping and bottle unscrewing. DexManipNet comprises 3.3K episodes of robotic manipulation and is easily extensible, facilitating further policy training for dexterous hands and enabling real-world deployments. Kailin Li 0006, Puhao Li, Tengyu Liu, Siyuan Huang 0001 |
CVPR | 5 |
| 2025 | GROVE: A Generalized Reward for Learning Open-Vocabulary Physical SkillabstractLearning open-vocabulary physical skills for simulated agents presents a significant challenge in Artificial Intelligence (AI). Current Reinforcement Learning (RL) approaches face critical limitations: manually designed rewards lack scalability across diverse tasks, while demonstration-based methods struggle to generalize beyond their training distribution. We introduce GROVE, a generalized reward framework that enables open-vocabulary physical skill learning without manual engineering or task-specific demonstrations. Our key insight is that Large Language Models (LLMs) and Vision Language Models (VLMs) provide complementary guidance—LLMs generate precise physical constraints capturing task requirements, while VLMs evaluate motion semantics and naturalness. Through an iterative design process, VLM-based feedback continuously refines LLM-generated constraints, creating a self-improving reward system. To bridge the domain gap between simulation and natural images, we develop Pose2CLIP, a lightweight mapper that efficiently projects agent poses directly into semantic feature space without computationally expensive rendering. Extensive experiments across diverse embodiments and learning paradigms demonstrate GROVE’s effectiveness, achieving 22.2% higher motion naturalness and 25.7% better task completion scores while training 8.4× faster than previous methods. These results establish a new foundation for scalable physical skill acquisition in simulated environments. Jieming Cui, Tengyu Liu, Jiale Yu, Ran Song 0001, Wei Zhang 0021, Yixin Zhu 0001, Siyuan Huang 0001 |
CVPR | 8 |
| 2025 | Unveiling the Mist over 3D Vision-Language Understanding: Object-centric Evaluation with Chain-of-AnalysisabstractExisting 3D vision-language (3D-VL) benchmarks fall short in evaluating 3D-VL models, creating a "mist" that obscures rigorous insights into model capabilities and 3D-VL tasks. This mist persists due to three key limitations. First, flawed test data, like ambiguous referential text in the grounding task, can yield incorrect and unreliable test results. Second, oversimplified metrics such as simply averaging accuracy per question answering (QA) pair, cannot reveal true model capability due to their vulnerability to language variations. Third, existing benchmarks isolate the grounding and QA tasks, disregarding the underlying coherence that QA should be based on solid grounding capabilities. To unveil the "mist", we propose Beacon3D, a benchmark for 3D-VL grounding and QA tasks, delivering a perspective shift in the evaluation of 3D-VL understanding. Beacon3D features (i) high-quality test data with precise and natural language, (ii) object-centric evaluation with multiple tests per object to ensure robustness, and (iii) a novel chain-of-analysis paradigm to address language robustness and model performance coherence across grounding and QA. Our evaluation of state-of-the-art 3D-VL models on Beacon3D reveals that (i) object-centric evaluation elicits true model performance and particularly weak generalization in QA; (ii) grounding-QA coherence remains fragile in current 3D-VL models, and (iii) incorporating large language models (LLMs) to 3D-VL models, though as a prevalent practice, hinders grounding capabilities and has yet to elevate QA capabilities. We hope Beacon3D and our comprehensive analysis could benefit the 3D-VL community towards faithful developments. Jiangyong Huang, Baoxiong Jia, Yan Wang 0116, Xiongkun Linghu, Qing Li 0003, Song-Chun Zhu, Siyuan Huang 0001 |
CVPR | 8 |
| 2025 | Dynamic Motion Blending for Versatile Motion EditingabstractText-guided motion editing enables high-level semantic control and iterative modifications beyond traditional keyframe animation. Existing methods rely on limited pre-collected training triplets (original motion, edited motion, and instruction), which severely hinders their versatility in diverse editing scenarios. We introduce MotionCutMix, an online data augmentation technique that dynamically generates training triplets by blending body part motions based on input text. While MotionCutMix effectively expands the training distribution, the compositional nature introduces increased randomness and potential body part incoordination. To model such a rich distribution, we present Mo-tionReFit, an auto-regressive diffusion model with a motion coordinator. The auto-regressive architecture facilitates learning by decomposing long sequences, while the motion coordinator mitigates the artifacts of motion composition. Our method handles both spatial and temporal motion edits directly from high-level human instructions, without relying on additional specifications or Large Language Models (LLMs). Through extensive experiments, we show that MotionReFit achieves state-of-the-art performance in text-guided motion editing. Ablation studies further verify that MotionCutMix significantly improves the model’s generalizability while maintaining training convergence. Ziye Yuan, Zimo He, Yixin Chen 0003, Tengyu Liu, Yixin Zhu 0001, Siyuan Huang 0001 |
CVPR | 8 |
| 2025 | MOVIS: Enhancing Multi-Object Novel View Synthesis for Indoor ScenesabstractRepurposing pre-trained diffusion models has been proven to be effective for NVS. However, these methods are mostly limited to a single object; directly applying such methods to compositional multi-object scenarios yields inferior results, especially incorrect object placement and inconsistent shape and appearance under novel views. How to enhance and systematically evaluate the cross-view consistency of such models remains under-explored. To address this issue, we propose MOVIS to enhance the structural awareness of the view-conditioned diffusion model for multi-object NVS in terms of model inputs, auxiliary tasks, and training strategy. First, we inject structure-aware features, including depth and object mask, into the denoising U-Net to enhance the model’s comprehension of object instances and their spatial relationships. Second, we introduce an auxiliary task requiring the model to simultaneously predict novel view object masks, further improving the model’s capability in differentiating and placing objects. Finally, we conduct an in-depth analysis of the diffusion sampling process and carefully devise a structure-guided timestep sampling scheduler during training, which balances the learning of global object placement and fine-grained detail recovery. To systematically evaluate the plausibility of synthesized images, we propose to assess cross-view consistency and novel view object placement alongside existing image-level NVS metrics. Extensive experiments on challenging synthetic and realistic datasets demonstrate that our method exhibits strong generalization capabilities and produces consistent novel view synthesis, highlighting its potential to guide future 3D-aware multi-object NVS tasks. Our project page is available at https://jason-aplp.github.io/MOVIS/. Ruijie Lu, Yixin Chen 0003, Junfeng Ni, Baoxiong Jia, Yu Liu 0110, Diwen Wan, Siyuan Huang 0001 |
CVPR | 8 |
| 2025 | Decompositional Neural Scene Reconstruction with Generative Diffusion PriorabstractDecompositional reconstruction of 3D scenes, with complete shapes and detailed texture of all objects within, is intriguing for downstream applications but remains challenging, particularly with sparse views as input. Recent approaches incorporate semantic or geometric regularization to address this issue, but they suffer significant degradation in underconstrained areas and fail to recover occluded regions. We argue that the key to solving this problem lies in supplementing missing information for these areas. To this end, we propose DP-Recon, which employs diffusion priors in the form of Score Distillation Sampling (SDS) to optimize the neural representation of each individual object under novel views. This provides additional information for the underconstrained areas, but directly incorporating diffusion prior raises potential conflicts between the reconstruction and generative guidance. Therefore, we further introduce a visibility-guided approach to dynamically adjust the per-pixel SDS loss weights. Together these components enhance both geometry and appearance recovery while remaining faithful to input images. Extensive experiments across Replica and ScanNet++ demonstrate that our method significantly outperforms state-of-the-art methods. Notably, it achieves better object reconstruction under 10 views than the baselines under 100 views. Our method enables seamless text-based editing for geometry and appearance through SDS optimization and produces decomposed object meshes with detailed UV maps that support photo-realistic Visual effects (VFX) editing. The project page is available at https://dp-recon.github.io/. Junfeng Ni, Yu Liu 0110, Ruijie Lu, Zirui Zhou, Song-Chun Zhu, Yixin Chen 0003, Siyuan Huang 0001 |
CVPR | 7 |
| 2025 | Masked Point-Entity Contrast for Open-Vocabulary 3D Scene UnderstandingabstractOpen-vocabulary 3D scene understanding is pivotal for enhancing physical intelligence, as it enables embodied agents to interpret and interact dynamically within real-world environments. This paper introduces MPEC, a novel Masked Point-Entity Contrastive learning method for open-vocabulary 3D semantic segmentation that leverages both 3D entity-language alignment and point-entity consistency across different point cloud views to foster entity-specific feature representations. MPEC improves semantic discrimination and enhances the differentiation of unique instances, achieving state-of-the-art results on ScanNet for open-vocabulary 3D semantic segmentation and demonstrating superior zero-shot scene understanding capabilities. Extensive fine-tuning experiments on 8 datasets, spanning from low-level perception to high-level reasoning tasks, showcase the potential of learned 3D features, driving consistent performance gains across varied 3D scene understanding tasks. Yan Wang 0116, Baoxiong Jia, Siyuan Huang 0001 |
CVPR | 4 |
| 2025 | METASCENES: Towards Automated Replica Creation for Real-world 3D ScansabstractEmbodied AI (EAI) research requires high-quality, diverse 3D scenes to effectively support skill acquisition, sim-to-real transfer, and generalization. Achieving these quality standards, however, necessitates the precise replication of real-world object diversity. Existing datasets demon strate that this process heavily relies on artist-driven designs, which demand substantial human effort and present significant scalability challenges. To scalably produce realistic and interactive 3D scenes, we first present MetaScenes, a large-scale simulatable 3D scene dataset constructed from real-world scans, which includes 15366 objects spanning 831 fine-grained categories. Then, we introduce SCAN2SIM, a robust multi-modal alignment model, which enables the automated, high-quality replacement of assets, thereby eliminating the reliance on artist-driven designs for scaling 3D scenes. We further propose two benchmarks to evaluate MetaScenes: a detailed scene synthesis task focused on small item layouts for robotic manipulation and a domain transfer task in vision-and-language navigation (VLN) to validate cross-domain transfer. Results confirm MetaScenes ’s potential to enhance EAI by supporting more generalizable agent learning and sim-to-real applications, introducing new possibilities for EAI research. Huangyue Yu, Baoxiong Jia, Yixin Chen 0003, Yandan Yang, Puhao Li, Rongpeng Su, Qing Li 0003, Wei Liang 0008, Song-Chun Zhu, Tengyu Liu, Siyuan Huang 0001 |
CVPR | 12 |
| 2025 | InteractAnything: Zero-shot Human Object Interaction Synthesis via LLM Feedback and Object Affordance ParsingabstractRecent advances in 3D human-aware generation have made significant progress. However, existing methods still struggle with generating novel Human Object Interaction (HOI) from text, particularly for open-set objects. We identify three main challenges of this task: precise human-object relation reasoning, affordance parsing for any object, and detailed human interaction pose synthesis aligning description and object geometry. In this work, we propose a novel zero-shot 3D HOI generation framework without training on specific datasets, leveraging the knowledge from large-scale pre-trained models. Specifically, the human-object relations are inferred from large language models (LLMs) to initialize object properties and guide the optimization process. Then we utilize a pre-trained 2D image diffusion model to parse unseen objects and extract contact points, avoiding the limitations imposed by existing 3D asset knowledge. The initial human pose is generated by sampling multiple hypotheses through multi-view SDS based on the input text and object geometry. Finally, we introduce a detailed optimization to generate fine-grained, precise, and natural interaction, enforcing realistic 3D contact between the 3D object and the involved body parts, including hands in grasping. This is achieved by distilling human-level feedback from LLMs to capture detailed human-object relations from the text instruction. Extensive experiments validate the effectiveness of our approach compared to prior works, particularly in terms of the fine-grained nature of interactions and the ability to handle open-set 3D objects. Project page: jinluzhang.site/projects/interactanything. Jinlu Zhang 0001, Yixin Chen 0003, Yizhou Wang 0001, Siyuan Huang 0001 |
CVPR | 6 |
| 2025 | PrimHOI: Compositional Human-Object Interaction via Reusable Primitives
Tengyu Liu, Yixin Zhu 0001, Mingtao Pei, Siyuan Huang 0001 |
ICCV | 5 |
| 2025 | TACO: Taming Diffusion for In-the-Wild Video Amodal Completion
Ruijie Lu, Yixin Chen 0003, Yu Liu 0110, Jiaxiang Tang, Junfeng Ni, Diwen Wan, Siyuan Huang 0001 |
ICCV | 8 |
| 2025 | GWM: Towards Scalable Gaussian World Models for Robotic Manipulation
Guanxing Lu, Baoxiong Jia, Puhao Li, Yixin Chen 0003, Ziwei Wang 0010, Yansong Tang, Siyuan Huang 0001 |
ICCV | 7 |
| 2025 | Move to Understand a 3D Scene: Bridging Visual Grounding and Exploration for Efficient and Versatile Embodied NavigationabstractEmbodied scene understanding requires not only comprehending visual-spatial information that has been observed but also determining where to explore next in the 3D physical world. Existing 3D Vision-Language (3D-VL) models primarily focus on grounding objects in static observations from 3D reconstruction, such as meshes and point clouds, but lack the ability to actively perceive and explore their environment. To address this limitation, we introduce \underline{\textbf{M}}ove \underline{\textbf{t}}o \underline{\textbf{U}}nderstand (\textbf{\model}), a unified framework that integrates active perception with \underline{\textbf{3D}} vision-language learning, enabling embodied agents to effectively explore and understand their environment. This is achieved by three key innovations: 1) Online query-based representation learning, enabling direct spatial memory construction from RGB-D frames, eliminating the need for explicit 3D reconstruction. 2) A unified objective for grounding and exploring, which represents unexplored locations as frontier queries and jointly optimizes object grounding and frontier selection. 3) End-to-end trajectory learning that combines \textbf{V}ision-\textbf{L}anguage-\textbf{E}xploration pre-training over a million diverse trajectories collected from both simulated and real-world RGB-D sequences. Extensive evaluations across various embodied navigation and question-answering benchmarks show that MTU3D outperforms state-of-the-art reinforcement learning and modular navigation approaches by 14\%, 23\%, 9\%, and 2\% in success rate on HM3D-OVON, GOAT-Bench, SG3D, and A-EQA, respectively. \model's versatility enables navigation using diverse input modalities, including categories, language descriptions, and reference images. These findings highlight the importance of bridging visual grounding and exploration for embodied intelligence. Xilin Wang, Zhuofan Zhang, Xiaojian Ma 0001, Yixin Chen 0003, Baoxiong Jia, Wei Liang 0008, Zhidong Deng, Siyuan Huang 0001, Qing Li 0003 |
ICCV | 11 |
| 2025 | Building Interactable Replicas of Complex Articulated Objects via Gaussian SplattingabstractBuilding interactable replicas of articulated objects is a key challenge in computer vision. Existing methods often fail to effectively integrate information across different object states, limiting the accuracy of part-mesh reconstruction and part dynamics modeling, particularly for complex multi-part articulated objects. We introduce ArtGS, a novel approach that leverages 3D Gaussians as a flexible and efficient representation to address these issues. Our method incorporates canonical Gaussians with coarse-to-fine initialization and updates for aligning articulated part information across different object states, and employs a skinning-inspired part dynamics modeling module to improve both part-mesh reconstruction and articulation learning. Extensive experiments on both synthetic and real-world datasets, including a new benchmark for complex multi-part objects, demonstrate that ArtGS achieves state-of-the-art performance in joint parameter estimation and part mesh reconstruction. Our approach significantly improves reconstruction quality and efficiency, especially for multi-part articulated objects. Additionally, we provide comprehensive analyses of our design choices, validating the effectiveness of each component to highlight potential areas for future improvement. Yu Liu 0110, Baoxiong Jia, Ruijie Lu, Junfeng Ni, Song-Chun Zhu, Siyuan Huang 0001 |
ICLR | 6 |
| 2025 | SYNERGAI: Perception Alignment for Human-Robot CollaborationabstractRecently, large language models (LLMs) have shown strong potential in facilitating human-robotic interaction and collaboration. However, existing LLM-based systems often overlook the misalignment between human and robot perceptions, which hinders their effective communication and real-world robot deployment. To address this issue, we introduce SYNERGAI, a unified system designed to achieve both perceptual alignment and human-robot collaboration. At its core, SYNERGAI employs 3D Scene Graph (3DSG) as its explicit and innate representation. This enables the system to leverage LLM to break down complex tasks and allocate appropriate tools in intermediate steps to extract relevant information from the 3DSG, modify its structure, or generate responses. Importantly, SYNERGAI incorporates an automatic mechanism that enables perceptual misalignment correction with users by updating its 3DSG with online interaction. SYNERGAI achieves comparable performance with the data-driven models in ScanQA in a zero-shot manner. Through comprehensive experiments across 10 real-world scenes, SYNERGAI demonstrates its effectiveness in establishing common ground with humans, realizing a success rate of 61.9 % in alignment tasks. It also significantly improves the success rate from 3.7% to 45.68 % on novel tasks by transferring the knowledge acquired during alignment. Yixin Chen 0003, Guoxi Zhang, Yaowei Zhang, Hongming Xu 0003, Peiyuan Zhi, Qing Li 0003, Siyuan Huang 0001 |
ICRA | 7 |
| 2025 | PhysPart: Physically Plausible Part Completion for Interactable ObjectsabstractInteractable objects are ubiquitous in our daily lives. Recent advances in 3D generative models make it possible to automate the modeling of these objects, benefiting a range of applications from 3D printing to the creation of robot simulation environments. However, while significant progress has been made in modeling 3D shapes and appearances, modeling object physics, particularly for interactable objects, remains challenging due to the physical constraints imposed by interpart motions. In this paper, we tackle the problem of physically plausible part completion for interactable objects, aiming to generate 3D parts that not only fit precisely into the object but also allow smooth part motions. To this end, we propose a diffusion-based part generation model that utilizes geometric conditioning through classifier-free guidance and formulates physical constraints as a set of stability and mobility losses to guide the sampling process. Additionally, we demonstrate the generation of dependent parts, paving the way toward sequential part generation for objects with complex part-whole hierarchies. Experimentally, we introduce a new metric for measuring physical plausibility based on motion success rates. Our model outperforms existing baselines over shape and physical metrics, especially those that do not adequately model physical constraints. We also demonstrate our applications in 3D printing, robot manipulation, and sequential part generation, showing our strength in realistic tasks with the demand for high physical plausibility. Rundong Luo, Congyue Deng, Puhao Li, Baoxiong Jia, Leonidas J. Guibas, Siyuan Huang 0001 |
ICRA | 8 |
| 2025 | Closed-Loop Open-Vocabulary Mobile Manipulation with GPT-4VabstractAutonomous robot navigation and manipulation in open environments require reasoning and replanning with closed-loop feedback. In this work, we present COME-robot, the first closed-loop robotic system utilizing the GPT-4V vision-language foundation model for open-ended reasoning and adaptive planning in real-world scenarios. COME-robot incorporates two key innovative modules: (i) a multi-level open-vocabulary perception and situated reasoning module that enables effective exploration of the 3D environment and target object identification using commonsense knowledge and situated information, and (ii) an iterative closed-loop feedback and restoration mechanism that verifies task feasibility, monitors execution success, and traces failure causes across different modules for robust failure recovery. Through comprehensive experiments involving 8 challenging real-world mobile and tabletop manipulation tasks, COME-robot demonstrates a significant improvement in task success rate ($\sim 35 \%$) compared to state-of-the-art methods. We further conduct comprehensive analyses to elucidate how COME-robot's design facilitates failure recovery, free-form instruction following, and long-horizon task planning. Peiyuan Zhi, Muzhi Han, Zeyu Zhang 0001, Zhitian Li, Ziyuan Jiao, Baoxiong Jia, Siyuan Huang 0001 |
ICRA | 9 |
| 2025 | Ag2x2: Robust Agent-Agnostic Visual Representations for Zero-Shot Bimanual ManipulationabstractBimanual manipulation, fundamental to human daily activities, remains a challenging task due to its inherent complexity of coordinated control. Recent advances have enabled zero-shot learning of single-arm manipulation skills through agent-agnostic visual representations derived from human videos; however, these methods overlook crucial agentspecific information necessary for bimanual coordination, such as end-effector positions. We propose Ag2x2, a computational framework for bimanual manipulation through coordination-aware visual representations that jointly encode object states and hand motion patterns while maintaining agent-agnosticism. Extensive experiments demonstrate that Ag2x2 achieves a 73.5% success rate across 13 diverse bimanual tasks from Bi-DexHands and PerAct2, including challenging scenarios with deformable objects like ropes. This performance outperforms baseline methods and even surpasses the success rate of policies trained with expert-engineered rewards. Furthermore, we show that representations learned through Ag2x2 can be effectively leveraged for imitation learning, establishing a scalable pipeline for skill acquisition without expert supervision. By maintaining robust performance across diverse tasks without human demonstrations or engineered rewards, Ag2x2 represents a step toward scalable learning of complex bimanual robotic skills. Ziyin Xiong, Yinghan Chen, Puhao Li, Yixin Zhu 0001, Tengyu Liu, Siyuan Huang 0001 |
IROS | 6 |
| 2025 | Advancing 3D Scene Understanding with MV-ScanQA Multi-View Reasoning Evaluation and TripAlign Pre-training Dataset
Wentao Mo, Qingchao Chen, Yuxin Peng 0001, Siyuan Huang 0001, Yang Liu 0105 |
ACM Multimedia | 4 |
| 2025 | Taccel: Scaling Up Vision-based Tactile Robotics via High-performance GPU SimulationabstractTactile sensing is crucial for achieving human-level robotic capabilities in manipulation tasks. As a promising solution, Vision-based Tactile Sensors (VBTSs) offer high spatial resolution and cost-effectiveness, but present unique challenges in robotics for their complex physical characteristics and visual signal processing requirements. The lack of efficient and accurate simulation tools for VBTSs has significantly limited the scale and scope of tactile robotics research. We present Taccel, a high-performance simulation platform that integrates Incremental Potential Contact (IPC) and Affine Body Dynamics (ABD) to model robots, tactile sensors, and objects with both accuracy and unprecedented speed, achieving a total of 915 FPS with 4096 parallel environments. Unlike previous simulators that operate at sub-real-time speeds with limited parallelization, Taccel provides precise physics simulation and realistic tactile signals while supporting flexible robot-sensor configurations through user-friendly APIs. Through extensive validation in object recognition, robotic grasping, and articulated object manipulation, we demonstrate precise simulation and successful sim-to-real transfer. These capabilities position Taccel as a powerful tool for scaling up tactile robotics research and development, potentially transforming how robots interact with and understand their physical environment. Wenxin Du, Chang Yu 0005, Puhao Li, Zihang Zhao, Tengyu Liu, Chenfanfu Jiang, Yixin Zhu 0001, Siyuan Huang 0001 |
NeurIPS | 9 |
| 2025 | SceneWeaver: All-in-One 3D Scene Synthesis with an Extensible and Self-Reflective AgentabstractIndoor scene synthesis has become increasingly important with the rise of Embodied AI, which requires 3D environments that are not only visually realistic but also physically plausible and functionally diverse. While recent approaches have advanced visual fidelity, they often remain constrained to fixed scene categories, lack sufficient object-level detail and physical consistency, and struggle to align with complex user instructions. In this work, we present SceneWeaver, a reflective agentic framework that unifies diverse scene synthesis paradigms through tool-based iterative refinement. At its core, SceneWeaver employs a language model-based planner to select from a suite of extensible scene generation tools, ranging from data-driven generative models to visual- and LLM-based methods, guided by self-evaluation of physical plausibility, visual realism, and semantic alignment with user input. This closed-loop reason-act-reflect design enables the agent to identify semantic inconsistencies, invoke targeted tools, and update the environment over successive iterations. Extensive experiments on both common and open-vocabulary room types demonstrate that \model not only outperforms prior methods on physical, visual, and semantic metrics, but also generalizes effectively to complex scenes with diverse instructions, marking a step toward general-purpose 3D environment generation. Yandan Yang, Baoxiong Jia, Siyuan Huang 0001 |
NeurIPS | 4 |
| 2025 | Generating Objects with Part-Articulation from a Single ImageabstractGenerating articulated objects, such as laptops and microwaves, is a crucial yet challenging task with extensive applications in Embodied AI and AR/VR. Current image-to-3D methods primarily focus on surface geometry and texture, neglecting part decomposition and articulation modeling. Meanwhile, neural reconstruction approaches (e.g., NeRF or Gaussian Splatting) rely on dense multi-view or interaction data, limiting their scalability. In this paper, we introduce DreamArt, a novel framework for generating high-fidelity, interactable articulated assets from single-view images. DreamArt employs a three-stage pipeline: firstly, it reconstructs part‑segmented and complete 3D object meshes through a combination of image-to-3D generation, mask-prompted 3D segmentation, and part amodal completion. Second, we fine-tune a video diffusion model to capture part-level articulation priors, leveraging movable part masks as prompt and amodal images to mitigate ambiguities caused by occlusion. Finally, DreamArt optimizes the articulation motion, represented by a dual quaternion, and conducts global texture refinement and repainting to ensure coherent, high-quality textures across all parts. Experimental results demonstrate that DreamArt effectively generates high-quality articulated objects, possessing accurate part shape, high appearance fidelity, and plausible articulation, thereby providing a scalable solution for articulated asset generation. Ruijie Lu, Yu Liu 0110, Jiaxiang Tang, Junfeng Ni, Yuxiang Wang 0015, Diwen Wan, Yixin Chen 0003, Siyuan Huang 0001 |
SIGGRAPH Asia | 9 |
| 2024 | Single-view 3D Scene Reconstruction with High-fidelity Shape and TextureabstractReconstructing detailed 3D scenes from single-view images remains a challenging task due to limitations in existing approaches, which primarily focus on geometric shape recovery, overlooking object appearances and fine shape details. To address these challenges, we propose a novel framework for simultaneous high-fidelity recovery of object shapes and textures from single-view images. Our approach utilizes the proposed Single-view neural implicit Shape and Radiance field (SSR) representations to leverage both explicit 3D shape supervision and volume rendering of color, depth, and surface normal images. To overcome shape-appearance ambiguity under partial observations, we introduce a two-stage learning curriculum incorporating both 3D and 2D supervisions. A distinctive feature of our framework is its ability to generate fine-grained textured meshes by seamlessly integrating rendering capabilities into the single-view 3D reconstruction model. This integration enables not only improved textured 3D object reconstruction by 27.7% and 11.6% on the 3D-FRONT and Pix3D datasets, respectively, but also supports the rendering of images from novel viewpoints. Beyond individual objects, our approach facilitates composing object-level representations into flexible scene representations, thereby enabling applications such as holistic scene understanding and 3D scene editing. We conduct extensive experiments to demonstrate the effectiveness of our method. Yixin Chen 0003, Junfeng Ni, Yaowei Zhang, Yixin Zhu 0001, Siyuan Huang 0001 |
3DV | 6 |
| 2024 | AnySkill: Learning Open-Vocabulary Physical Skill for Interactive AgentsabstractTraditional approaches in physics-based motion generation, centered around imitation learning and reward shaping, often struggle to adapt to new scenarios. To tackle this limitation, we propose AnySkill, a novel hierarchical method that learns physically plausible interactions following open-vocabulary instructions. Our approach begins by developing a set of atomic actions via a low-level controller trained via imitation learning. Upon receiving an open-vocabulary textual instruction, AnySkill employs a high-level policy that selects and integrates these atomic actions to maximize the CLIP similarity between the agent's rendered images and the text. An important feature of our method is the use of image-based rewards for the high-level policy, which allows the agent to learn interactions with objects without manual reward engineering. We demonstrate AnySkill's capability to generate realistic and natural motion sequences in response to unseen instructions of varying lengths, marking it the first method capable of open-vocabulary physical skill learning for interactive humanoid agents. Jieming Cui, Tengyu Liu, Nian Liu 0003, Yaodong Yang 0001, Yixin Zhu 0001, Siyuan Huang 0001 |
CVPR | 6 |
| 2024 | Scaling Up Dynamic Human-Scene Interaction ModelingabstractConfronting the challenges of data scarcity and advanced motion synthesis in HSI modeling, we introduce the TRUMANS (Tracking Human Actions in Scenes) dataset alongside a novel HSI motion synthesis method. TRUMANS stands as the most comprehensive motion-captured HSI dataset currently available, encompassing over 15 hours of human interactions across 100 indoor scenes. It intricately captures whole-body human motions and part-level object dynamics, focusing on the realism of contact. This dataset is further scaled up by transforming physical environments into exact virtual models and applying extensive augmentations to appearance and motion for both humans and objects while maintaining interaction fidelity. Utilizing TRUMANS, we devise a diffusion-based autoregressive model that efficiently generates Human-Scene Interaction (HSI) sequences of any length, taking into account both scene context and intended actions. In experiments, our approach shows remarkable zero-shot generalizability on a range of 3D scene datasets (e.g., PROX, Replica, ScanNet, ScanNet++), producing motions that closely mimic original motion-captured sequences, as confirmed by quantitative experiments and human studies. Xiaoxuan Ma 0001, Yixin Chen 0003, Tengyu Liu, Yixin Zhu 0001, Siyuan Huang 0001 |
CVPR | 9 |
| 2024 | Move as you Say, Interact as you can: Language-Guided Human Motion Generation with Scene AffordanceabstractDespite significant advancements in text-to-motion syn-thesis, generating language-guided human motion within 3D environments poses substantial challenges. These challenges stem primarily from (i) the absence of powerful generative models capable of jointly modeling natural language, 3D scenes, and human motion, and (ii) the generative models' in-tensive data requirements contrasted with the scarcity of comprehensive, high-quality, language-scene-motion datasets. To tackle these issues, we introduce a novel two-stage frame-work that employs scene affordance as an intermediate representation, effectively linking 3D scene grounding and conditional motion generation. Our framework comprises an Affordance Diffusion Model (ADM) for predicting ex-plicit affordance map and an Affordance-to-Motion Diffusion Model (AMDM) for generating plausible human motions. By leveraging scene affordance maps, our method overcomes the difficulty in generating human motion under multimodal condition signals, especially when training with limited data lacking extensive language-scene-motion pairs. Our exten-sive experiments demonstrate that our approach consistently outperforms all baselines on established benchmarks, in-cluding HumanML3D and HUMANISE. Additionally, we validate our model's exceptional generalization capabilities on a specially curated evaluation set featuring previously unseen descriptions and scenes. Yixin Chen 0003, Baoxiong Jia, Puhao Li, Jinlu Zhang 0001, Jingze Zhang, Tengyu Liu, Yixin Zhu 0001, Wei Liang 0008, Siyuan Huang 0001 |
CVPR | 10 |
| 2024 | PhyScene: Physically Interactable 3D Scene Synthesis for Embodied AIabstractWith recent developments in Embodied Artificial Intel-ligence (EAI) research, there has been a growing demand for high-quality, large-scale interactive scene generation. While prior methods in scene synthesis have prioritized the naturalness and realism of the generated scenes, the physical plausibility and interactivity of scenes have been largely left unexplored. To address this disparity, we introduce PhyScene, a novel method dedicated to gener-ating interactive 3D scenes characterized by realistic lay-outs, articulated objects, and rich physical interactivity tai-lored for embodied agents. Based on a conditional diffusion model for capturing scene layouts, we devise novel physics-and interactivity-based guidance mechanisms that integrate constraints from object collision, room layout, and object reachability. Through extensive experiments, we demon-strate that PhyScene effectively leverages these guidance functions for physically interactable scene synthesis, out-performing existing state-of-the-art scene synthesis methods by a large margin. Our findings suggest that the scenes generated by PhyScene hold considerable potential for facilitating diverse skill acquisition among agents within in-teractive environments, thereby catalyzing further advance-ments in embodied AI research. Yandan Yang, Baoxiong Jia, Peiyuan Zhi, Siyuan Huang 0001 |
CVPR | 4 |
| 2024 | SceneVerse: Scaling 3D Vision-Language Learning for Grounded Scene Understanding
Baoxiong Jia, Yixin Chen 0003, Huangyue Yu, Yan Wang 0116, Xuesong Niu, Tengyu Liu, Qing Li 0003, Siyuan Huang 0001 |
ECCV (9) | 8 |
| 2024 | SlotLifter: Slot-Guided Feature Lifting for Learning Object-Centric Radiance Fields
Yu Liu 0110, Baoxiong Jia, Yixin Chen 0003, Siyuan Huang 0001 |
ECCV (9) | 4 |
| 2024 | F-HOI: Toward Fine-Grained Semantic-Aligned 3D Human-Object Interactions
Xuesong Niu, Ruimao Zhang, Siyuan Huang 0001 |
ECCV (37) | 5 |
| 2024 | Unifying 3D Vision-Language Understanding via Promptable Queries
Zhuofan Zhang, Xiaojian Ma 0001, Xuesong Niu, Yixin Chen 0003, Baoxiong Jia, Zhidong Deng, Siyuan Huang 0001, Qing Li 0003 |
ECCV (44) | 8 |
| 2024 | Neural-Symbolic Recursive Machine for Systematic GeneralizationabstractCurrent learning models often struggle with human-like systematic generalization, particularly in learning compositional rules from limited data and extrapolating them to novel combinations. We introduce the Neural-Symbolic Recursive Ma- chine ( NSR), whose core is a Grounded Symbol System ( GSS), allowing for the emergence of combinatorial syntax and semantics directly from training data. The NSR employs a modular design that integrates neural perception, syntactic parsing, and semantic reasoning. These components are synergistically trained through a novel deduction-abduction algorithm. Our findings demonstrate that NSR’s design, imbued with the inductive biases of equivariance and compositionality, grants it the expressiveness to adeptly handle diverse sequence-to-sequence tasks and achieve unparalleled systematic generalization. We evaluate NSR’s efficacy across four challenging benchmarks designed to probe systematic generalization capabilities: SCAN for semantic parsing, PCFG for string manipulation, HINT for arithmetic reasoning, and a compositional machine translation task. The results affirm NSR ’s superiority over contemporary neural and hybrid models in terms of generalization and transferability. Qing Li 0003, Yixin Zhu 0001, Yitao Liang, Ying Nian Wu, Song-Chun Zhu, Siyuan Huang 0001 |
ICLR | 6 |
| 2024 | An Embodied Generalist Agent in 3D WorldabstractLeveraging massive knowledge from large language models (LLMs), recent machine learning models show notable successes in general-purpose task solving in diverse domains such as computer vision and robotics. However, several significant challenges remain: (i) most of these models rely on 2D images yet exhibit a limited capacity for 3D input; (ii) these models rarely explore the tasks inherently defined in 3D world, e.g., 3D grounding, embodied reasoning and acting. We argue these limitations significantly hinder current models from performing real-world tasks and approaching general intelligence. To this end, we introduce LEO, an embodied multi-modal generalist agent that excels in perceiving, grounding, reasoning, planning, and acting in the 3D world. LEO is trained with a unified task interface, model architecture, and objective in two stages: (i) 3D vision-language (VL) alignment and (ii) 3D vision-language-action (VLA) instruction tuning. We collect large-scale datasets comprising diverse object-level and scene-level tasks, which require considerable understanding of and interaction with the 3D world. Moreover, we meticulously design an LLM-assisted pipeline to produce high-quality 3D VL data. Through extensive experiments, we demonstrate LEO's remarkable proficiency across a wide spectrum of tasks, including 3D captioning, question answering, embodied reasoning, navigation and manipulation. Our ablative studies and scaling analyses further provide valuable insights for developing future embodied generalist agents. Code and data are available on [project page](https://embodied-generalist.github.io/). Jiangyong Huang, Silong Yong, Xiaojian Ma 0001, Xiongkun Linghu, Puhao Li, Yan Wang 0116, Qing Li 0003, Song-Chun Zhu, Baoxiong Jia, Siyuan Huang 0001 |
ICML | 10 |
| 2024 | 3D Vision and Language Pretraining with Large-Scale Synthetic Data
Dejie Yang, Wentao Mo, Qingchao Chen, Siyuan Huang 0001, Yang Liu 0105 |
IJCAI | 5 |
| 2024 | Ag2Manip: Learning Novel Manipulation Skills with Agent-Agnostic Visual and Action RepresentationsabstractAutonomous robotic systems capable of learning novel manipulation tasks are poised to transform industries from manufacturing to service automation. However, current methods (e.g., VIP and R3M) still face significant hurdles, notably the domain gap among robotic embodiments and the sparsity of successful task executions within specific action spaces, resulting in misaligned and ambiguous task representations. We introduce Ag2Manip (Agent-Agnostic representations for Manipulation), a framework aimed at addressing these challenges through two key innovations: (1) an agent-agnostic visual representation derived from human manipulation videos, with the specifics of embodiments obscured to enhance generalizability; and (2) an agent-agnostic action representation abstracting a robot’s kinematics to a universal agent proxy, emphasizing crucial interactions between end-effector and object. Ag2Manip has been empirically validated across simulated benchmarks, showing a 325% performance increase without relying on domain-specific demonstrations. Ablation studies further underline the essential contributions of the agent-agnostic visual and action representations to this success. Extending our evaluations to the real world, Ag2Manip significantly improves imitation learning success rates from 50% to 77.5%, demonstrating its effectiveness and generalizability across both simulated and real environments. Puhao Li, Tengyu Liu, Muzhi Han, Shu Wang 0002, Yixin Zhu 0001, Song-Chun Zhu, Siyuan Huang 0001 |
IROS | 9 |
| 2024 | Multi-modal Situated Reasoning in 3D ScenesabstractSituation awareness is essential for understanding and reasoning about 3D scenes in embodied AI agents. However, existing datasets and benchmarks for situated understanding suffer from severe limitations in data modality, scope, diversity, and scale. To address these limitations, we propose Multi-modal Situated Question Answering (MSQA), a large-scale multi-modal situated reasoning dataset, scalably collected leveraging 3D scene graphs and vision-language models (VLMs) across a diverse range of real-world 3D scenes. MSQA includes 251K situated questionanswering pairs across 9 distinct question categories, covering complex scenarios and object modalities within 3D scenes. We introduce a novel interleaved multimodal input setting in our benchmark to provide both texts, images, and point clouds for situation and question description, aiming to resolve ambiguity in describing situations with single-modality inputs (e.g., texts). Additionally, we devise the Multi-modal Next-step Navigation (MSNN) benchmark to evaluate models’ grounding of actions and transitions between situations. Comprehensive evaluations on reasoning and navigation tasks highlight the limitations of existing vision-language models and underscore the importance of handling multi-modal interleaved inputs and situation modeling. Experiments on data scaling and crossdomain transfer further demonstrate the effectiveness of leveraging MSQA as a pre-training dataset for developing more powerful situated reasoning models, contributing to advancements in 3D scene understanding for embodied AI. Xiongkun Linghu, Jiangyong Huang, Xuesong Niu, Xiaojian Ma 0001, Baoxiong Jia, Siyuan Huang 0001 |
NeurIPS | 6 |
| 2024 | PhyRecon: Physically Plausible Neural Scene ReconstructionabstractWe address the issue of physical implausibility in multi-view neural reconstruction. While implicit representations have gained popularity in multi-view 3D reconstruction, previous work struggles to yield physically plausible results, limiting their utility in domains requiring rigorous physical accuracy. This lack of plausibility stems from the absence of physics modeling in existing methods and their inability to recover intricate geometrical structures. In this paper, we introduce PHYRECON, the first approach to leverage both differentiable rendering and differentiable physics simulation to learn implicit surface representations. PHYRECON features a novel differentiable particle-based physical simulator built on neural implicit representations. Central to this design is an efficient transformation between SDF-based implicit representations and explicit surface points via our proposed Surface Points Marching Cubes (SP-MC), enabling differentiable learning with both rendering and physical losses. Additionally, PHYRECON models both rendering and physical uncertainty to identify and compensate for inconsistent and inaccurate monocular geometric priors. The physical uncertainty further facilitates physics-guided pixel sampling to enhance the learning of slender structures. By integrating these techniques, our model supports differentiable joint modeling of appearance, geometry, and physics. Extensive experiments demonstrate that PHYRECON significantly improves the reconstruction quality. Our results also exhibit superior physical stability in physical simulators, with at least a 40% improvement across all datasets, paving the way for future physics-based applications. Junfeng Ni, Yixin Chen 0003, Bohan Jing, Bo Dai 0025, Puhao Li, Yixin Zhu 0001, Song-Chun Zhu, Siyuan Huang 0001 |
NeurIPS | 10 |
| 2024 | Autonomous Character-Scene Interaction Synthesis from Text Instruction
Zimo He, Zi Wang 0014, Yixin Chen 0003, Siyuan Huang 0001, Yixin Zhu 0001 |
SIGGRAPH Asia | 6 |
| 2023 | GAPartNet: Cross-Category Domain-Generalizable Object Perception and Manipulation via Generalizable and Actionable PartsabstractFor years, researchers have been devoted to generalizable object perception and manipulation, where cross-category generalizability is highly desired yet underexplored. In this work, we propose to learn such cross-category skills via Generalizable and Actionable Parts (GAParts). By identifying and defining 9 GAPart classes (lids, handles, etc.) in 27 object categories, we construct a large-scale part-centric interactive dataset, GAPartNet, where we provide rich, part-level annotations (semantics, poses) for 8,489 part instances on 1,166 objects. Based on GAPartNet, we investigate three cross-category tasks: part segmentation, part pose estimation, and partbased object manipulation. Given the significant domain gaps between seen and unseen object categories, we propose a robust 3D segmentation method from the perspective of domain generalization by integrating adversarial learning techniques. Our method outperforms all existing methods by a large margin, no matter on seen or unseen categories. Furthermore, with part segmentation and pose estimation results, we leverage the GAPart pose definition to design part-based manipulation heuristics that can generalize well to unseen object categories in both the simulator and the real world. Helin Xu, Chengyang Zhao, Chao Xu 0016, Li Yi 0001, Siyuan Huang 0001, He Wang 0010 |
CVPR | 6 |
| 2023 | Diffusion-based Generation, Optimization, and Planning in 3D ScenesabstractWe introduce the SceneDiffuser, a conditional generative model for 3D scene understanding. SceneDiffuser provides a unified model for solving scene-conditioned generation, optimization, and planning. In contrast to prior work, SceneDiffuser is intrinsically scene-aware, physics-based, and goal-oriented. With an iterative sampling strategy, SceneDiffuser jointly formulates the scene-aware generation, physics-based optimization, and goal-oriented planning via a diffusion-based denoising process in a fully differentiable fashion. Such a design alleviates the discrepancies among different modules and the posterior collapse of previous scene-conditioned generative models. We evaluate the SceneDiffuser on various 3D scene understanding tasks, including human pose and motion generation, dexterous grasp generation, path planning for 3D navigation, and motion planning for robot arms. The results show significant improvements compared with previous models, demonstrating the tremendous potential of the SceneDiffuser for the broad community of 3D scene understanding. Siyuan Huang 0001, Puhao Li, Baoxiong Jia, Tengyu Liu, Yixin Zhu 0001, Wei Liang 0008, Song-Chun Zhu |
CVPR | 1 |
| 2023 | ARNOLD: A Benchmark for Language-Grounded Task Learning With Continuous States in Realistic 3D ScenesabstractUnderstanding the continuous states of objects is essential for task learning and planning in the real world. However, most existing task learning benchmarks assume discrete (e.g., binary) object goal states, which poses challenges for the learning of complex tasks and transferring learned policy from simulated environments to the real world. Furthermore, state discretization limits a robot’s ability to follow human instructions based on the grounding of actions and states. To tackle these challenges, we present ARNOLD, a benchmark that evaluates language-grounded task learning with continuous states in realistic 3D scenes. ARNOLD is comprised of 8 language-conditioned tasks that involve understanding object states and learning policies for continuous goals. To promote language-instructed learning, we provide expert demonstrations with template-generated language descriptions. We assess task performance by utilizing the latest language-conditioned policy learning models. Our results indicate that current models for language-conditioned manipulations continue to experience significant challenges in novel goal-state generalizations, scene generalizations, and object generalizations. These findings highlight the need to develop new algorithms that address this gap and underscore the potential for further research in this area. Project website: https://arnold-benchmark.github.io. Jiangyong Huang, Xiaofeng Gao 0002, Qingyang Wu, Wensi Ai, Demetri Terzopoulos, Song-Chun Zhu, Baoxiong Jia, Siyuan Huang 0001 |
ICCV | 12 |
| 2023 | Full-Body Articulated Human-Object InteractionabstractFine-grained capture of 3D Human-Object Interactions (HOIs) enhances human activity comprehension and supports various downstream visual tasks. However, previous models often assume that humans interact with rigid objects using only a few body parts, constraining their applicability. In this paper, we address the intricate challenge of Full-Body Articulated Human-Object Interaction (f-AHOI), where complete human bodies interact with articulated objects having interconnected movable joints. We introduce CHAIRS, an extensive motion-captured f-AHOI dataset comprising 17.3 hours of diverse interactions involving 46 participants and 81 articulated as well as rigid sittable objects. The CHAIRS provides 3D meshes of both humans and articulated objects throughout the interactive sequences, offering realistic and physically plausible full-body interactions. We demonstrate the utility of CHAIRS through object pose estimation. Leveraging the geometric relationships inherent in HOI, we propose a pioneering model that employs human pose estimation to address articulated object pose and shape estimation within whole-body interactions. Given an image and an estimated human pose, our model reconstructs the object’s pose and shape, refining the reconstruction based on a learned interaction prior. Across two evaluation scenarios, our model significantly outperforms baseline methods. Additionally, we showcase the significance of CHAIRS in a downstream task involving human pose generation conditioned on interacting with articulated objects. We anticipate that the availability of CHAIRS will advance the community’s understanding of finer-grained interactions. Tengyu Liu, Zhexuan Cao, Jieming Cui, Yixin Chen 0003, He Wang 0010, Yixin Zhu 0001, Siyuan Huang 0001 |
ICCV | 9 |
| 2023 | 3D-VisTA: Pre-trained Transformer for 3D Vision and Text Alignmentabstract3D vision-language grounding (3D-VL) is an emerging field that aims to connect the 3D physical world with natural language, which is crucial for achieving embodied intelligence. Current 3D-VL models rely heavily on sophisticated modules, auxiliary losses, and optimization tricks, which calls for a simple and unified model. In this paper, we propose 3D-VisTA, a pre-trained Transformer for 3D Vision and Text Alignment that can be easily adapted to various downstream tasks. 3D-VisTA simply utilizes self-attention layers for both single-modal modeling and multi-modal fusion without any sophisticated task-specific design. To further enhance its performance on 3D-VL tasks, we construct ScanScribe, the first large-scale 3D scene-text pairs dataset for 3D-VL pre-training. ScanScribe contains 2,995 RGB-D scans for 1,185 unique indoor scenes originating from ScanNet and 3R-Scan datasets, along with paired 278K scene descriptions generated from existing 3D-VL tasks, templates, and GPT-3. 3D-VisTA is pre-trained on ScanScribe via masked language/object modeling and scene-text matching. It achieves state-of-the-art results on various 3D-VL tasks, ranging from visual grounding and dense captioning to question answering and situated reasoning. Moreover, 3D-VisTA demonstrates superior data efficiency, obtaining strong performance even with limited annotations during downstream task fine-tuning. Xiaojian Ma 0001, Yixin Chen 0003, Zhidong Deng, Siyuan Huang 0001, Qing Li 0003 |
ICCV | 5 |
| 2023 | A Minimalist Dataset for Systematic Generalization of Perception, Syntax, and Semantics
Qing Li 0003, Siyuan Huang 0001, Yining Hong, Yixin Zhu 0001, Ying Nian Wu, Song-Chun Zhu |
ICLR | 2 |
| 2023 | Improving Object-centric Learning with Query Optimization
Baoxiong Jia, Yu Liu 0110, Siyuan Huang 0001 |
ICLR | 3 |
| 2023 | SQA3D: Situated Question Answering in 3D Scenes
Xiaojian Ma 0001, Silong Yong, Zilong Zheng, Qing Li 0003, Yitao Liang, Song-Chun Zhu, Siyuan Huang 0001 |
ICLR | 7 |
| 2023 | GenDexGrasp: Generalizable Dexterous GraspingabstractGenerating dexterous grasping has been a long-standing and challenging robotic task. Despite recent progress, existing methods primarily suffer from two issues. First, most prior art focuses on a specific type of robot hand, lacking generalizable capability of handling unseen ones. Second, prior arts oftentimes fail to rapidly generate diverse grasps with a high success rate. To jointly tackle these challenges with a unified solution, we propose the GenDexGrasp, a novel hand-agnostic grasping algorithm for generalizable grasping. GenDexGrasp is trained on our proposed large-scale multi-hand grasping dataset MultiDex synthesized with force closure optimization. By leveraging the contact map as a hand-agnostic intermediate representation, GenDexGrasp efficiently generates diverse and plausible grasping poses with a high success rate and can transfer among diverse multi-fingered robotic hands. Compared with previous methods, GenDexGrasp achieves a three-way trade-off among success rate, inference speed, and diversity. Puhao Li, Tengyu Liu, Yiran Geng, Yixin Zhu 0001, Yaodong Yang 0001, Siyuan Huang 0001 |
ICRA | 7 |
| 2023 | ProBio: A Protocol-guided Multimodal Dataset for Molecular Biology LababstractThe challenge of replicating research results has posed a significant impediment to the field of molecular biology. The advent of modern intelligent systems has led to notable progress in various domains. Consequently, we embarked on an investigation of intelligent monitoring systems as a means of tackling the issue of the reproducibility crisis. Specifically, we first curate a comprehensive multimodal dataset, named ProBio, as an initial step towards this objective. This dataset comprises fine-grained hierarchical annotations intended for the purpose of studying activity understanding in BioLab. Next, we devise two challenging benchmarks, transparent solution tracking and multimodal action recognition, to emphasize the unique characteristics and difficulties associated with activity understanding in BioLab settings. Finally, we provide a thorough experimental evaluation of contemporary video understanding models and highlight their limitations in this specialized domain to identify potential avenues for future research. We hope \dataset with associated benchmarks may garner increased focus on modern AI techniques in the realm of molecular biology. Jieming Cui, Ziren Gong, Baoxiong Jia, Siyuan Huang 0001, Zilong Zheng, Jianzhu Ma, Yixin Zhu 0001 |
NeurIPS | 4 |
| 2022 | Learning V1 Simple Cells with Vector Representation of Local Content and Matrix Representation of Local MotionabstractThis paper proposes a representational model for image pairs such as consecutive video frames that are related by local pixel displacements, in the hope that the model may shed light on motion perception in primary visual cortex (V1). The model couples the following two components: (1) the vector representations of local contents of images and (2) the matrix representations of local pixel displacements caused by the relative motions between the agent and the objects in the 3D scene. When the image frame undergoes changes due to local pixel displacements, the vectors are multiplied by the matrices that represent the local displacements. Thus the vector representation is equivariant as it varies according to the local displacements. Our experiments show that our model can learn Gabor-like filter pairs of quadrature phases. The profiles of the learned filters match those of simple cells in Macaque V1. Moreover, we demonstrate that the model can learn to infer local motions in either a supervised or unsupervised manner. With such a simple model, we achieve competitive results on optical flow estimation. Ruiqi Gao, Jianwen Xie, Siyuan Huang 0001, Yufan Ren, Song-Chun Zhu, Ying Nian Wu |
AAAI | 3 |
| 2022 | EgoTaskQA: Understanding Human Tasks in Egocentric VideosabstractUnderstanding human tasks through video observations is an essential capability of intelligent agents. The challenges of such capability lie in the difficulty of generating a detailed understanding of situated actions, their effects on object states (\ie, state changes), and their causal dependencies. These challenges are further aggravated by the natural parallelism from multi-tasking and partial observations in multi-agent collaboration. Most prior works leverage action localization or future prediction as an \textit{indirect} metric for evaluating such task understanding from videos. To make a \textit{direct} evaluation, we introduce the EgoTaskQA benchmark that provides a single home for the crucial dimensions of task understanding through question answering on real-world egocentric videos. We meticulously design questions that target the understanding of (1) action dependencies and effects, (2) intents and goals, and (3) agents' beliefs about others. These questions are divided into four types, including descriptive (what status?), predictive (what will?), explanatory (what caused?), and counterfactual (what if?) to provide diagnostic analyses on \textit{spatial, temporal, and causal} understandings of goal-oriented tasks. We evaluate state-of-the-art video reasoning models on our benchmark and show their significant gaps between humans in understanding complex goal-oriented egocentric videos. We hope this effort would drive the vision community to move onward with goal-oriented video understanding and reasoning. Baoxiong Jia, Song-Chun Zhu, Siyuan Huang 0001 |
NeurIPS | 4 |
| 2022 | HUMANISE: Language-conditioned Human Motion Generation in 3D ScenesabstractLearning to generate diverse scene-aware and goal-oriented human motions in 3D scenes remains challenging due to the mediocre characters of the existing datasets on Human-Scene Interaction (HSI); they only have limited scale/quality and lack semantics. To fill in the gap, we propose a large-scale and semantic-rich synthetic HSI dataset, denoted as HUMANISE, by aligning the captured human motion sequences with various 3D indoor scenes. We automatically annotate the aligned motions with language descriptions that depict the action and the individual interacting objects; e.g., sit on the armchair near the desk. HUMANIZE thus enables a new generation task, language-conditioned human motion generation in 3D scenes. The proposed task is challenging as it requires joint modeling of the 3D scene, human motion, and natural language. To tackle this task, we present a novel scene-and-language conditioned generative model that can produce 3D human motions of the desirable action interacting with the specified objects. Our experiments demonstrate that our model generates diverse and semantically consistent human motions in 3D scenes. Yixin Chen 0003, Tengyu Liu, Yixin Zhu 0001, Wei Liang 0008, Siyuan Huang 0001 |
NeurIPS | 6 |
| 2021 | Learning by Fixing: Solving Math Word Problems with Weak SupervisionabstractPrevious neural solvers of math word problems (MWPs) are learned with full supervision and fail to generate diverse solutions. In this paper, we address this issue by introducing a weakly-supervised paradigm for learning MWPs. Our method only requires the annotations of the final answers and can generate various solutions for a single problem. To boost weakly-supervised learning, we propose a novel learning-by-fixing (LBF) framework, which corrects the misperceptions of the neural network via symbolic reasoning. Specifically, for an incorrect solution tree generated by the neural network, the fixing mechanism propagates the error from the root node to the leaf nodes and infers the most probable fix that can be executed to get the desired answer. To generate more diverse solutions, tree regularization is applied to guide the efficient shrinkage and exploration of the solution space, and a memory buffer is designed to track and save the discovered various fixes for each problem. Experimental results on the Math23K dataset show the proposed LBF framework significantly outperforms reinforcement learning baselines in weakly-supervised learning. Furthermore, it achieves comparable top-1 and much better top-3/5 answer accuracies than fully-supervised methods, demonstrating its strength in producing diverse solutions. Yining Hong, Qing Li 0003, Daniel Ciao, Siyuan Huang 0001, Song-Chun Zhu |
AAAI | 4 |
| 2021 | SMART: A Situation Model for Algebra Story Problems via Attributed GrammarabstractSolving algebra story problems remains a challenging task in artificial intelligence, which requires a detailed understanding of real-world situations and a strong mathematical reasoning capability. Previous neural solvers of math word problems directly translate problem texts into equations, lacking an explicit interpretation of the situations, and often fail to handle more sophisticated situations. To address such limits of neural solvers, we introduce the concept of a situation model, which originates from psychology studies to represent the mental states of humans in problem-solving, and propose SMART, which adopts attributed grammar as the representation of situation models for algebra story problems. Specifically, we first train an information extraction module to extract nodes, attributes and relations from problem texts and then generate a parse graph based on a pre-defined attributed grammar. An iterative learning strategy is also proposed to further improve the performance of SMART. To study this task more rigorously, we carefully curate a new dataset named ASP6.6k. Experimental results on ASP6.6k show that the proposed model outperforms all previous neural solvers by a large margin, while preserving much better interpretability. To test these models' generalization capability, we also design an out-of-distribution (OOD) evaluation, in which problems are more complex than those in the training set. Our model exceeds state-of-the-art models by 17% in the OOD evaluation, demonstrating its superior generalization ability. Yining Hong, Qing Li 0003, Daniel Ciao, Siyuan Huang 0001, Song-Chun Zhu |
AAAI | 5 |
| 2021 | Inter-GPS: Interpretable Geometry Problem Solving with Formal Language and Symbolic ReasoningabstractPan Lu, Ran Gong, Shibiao Jiang, Liang Qiu, Siyuan Huang, Xiaodan Liang, Song-Chun Zhu. Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing (Volume 1: Long Papers). 2021. Pan Lu, Shibiao Jiang, Liang Qiu 0001, Siyuan Huang 0001, Xiaodan Liang, Song-Chun Zhu |
ACL/IJCNLP (1) | 5 |
| 2021 | Learning Neural Representation of Camera Pose with Matrix Representation of Pose Shift via View SynthesisabstractHow to effectively represent camera pose is an essential problem in 3D computer vision, especially in tasks such as camera pose regression and novel view synthesis. Traditionally, 3D position of the camera is represented by Cartesian coordinate and the orientation is represented by Euler angle or quaternions. These representations are manually designed, which may not be the most effective representation for downstream tasks. In this work, we propose an approach to learn neural representations of camera poses and 3D scenes, coupled with neural representations of local camera movements. Specifically, the camera pose and 3D scene are represented as vectors and the local camera movement is represented as a matrix operating on the vector of the camera pose. We demonstrate that the camera movement can further be parametrized by a matrix Lie algebra that underlies a rotation system in the neural space. The vector representations are then concatenated and generate the posed 2D image through a decoder network. The model is learned from only posed 2D images and corresponding camera poses, without access to depths or shapes. We conduct extensive experiments on synthetic and real datasets. The results show that compared with other camera pose representations, our learned representation is more robust to noise in novel view synthesis and more effective in camera pose regression. Yaxuan Zhu, Ruiqi Gao, Siyuan Huang 0001, Song-Chun Zhu, Ying Nian Wu |
CVPR | 3 |
| 2021 | YouRefIt: Embodied Reference Understanding with Language and GestureabstractWe study the machine’s understanding of embodied reference: One agent uses both language and gesture to refer to an object to another agent in a shared physical environment. Of note, this new visual task requires understanding multimodal cues with perspective-taking to identify which object is being referred to. To tackle this problem, we introduce YouRefIt, a new crowd-sourced dataset of embodied reference collected in various physical scenes; the dataset contains 4,195 unique reference clips in 432 indoor scenes. To the best of our knowledge, this is the first embodied reference dataset that allows us to study referring expressions in daily physical scenes to understand referential behavior, human communication, and human-robot interaction. We further devise two benchmarks for image-based and video-based embodied reference understanding. Comprehensive baselines and extensive experiments provide the very first result of machine perception on how the referring expressions and gestures affect the embodied reference understanding. Our results provide essential evidence that gestural cues are as critical as language cues in understanding the embodied reference. Yixin Chen 0003, Qing Li 0003, Deqian Kong, Yik Lun Kei, Song-Chun Zhu, Tao Gao 0004, Yixin Zhu 0001, Siyuan Huang 0001 |
ICCV | 8 |
| 2021 | VLGrammar: Grounded Grammar Induction of Vision and LanguageabstractCognitive grammar suggests that the acquisition of language grammar is grounded within visual structures. While grammar is an essential representation of natural language, it also exists ubiquitously in vision to represent the hierarchical part-whole structure. In this work, we study grounded grammar induction of vision and language in a joint learning framework. Specifically, we present VLGrammar, a method that uses compound probabilistic context-free grammars (compound PCFGs) to induce the language grammar and the image grammar simultaneously. We propose a novel contrastive learning framework to guide the joint learning of both modules. To provide a benchmark for the grounded grammar induction task, we collect a large-scale dataset, PARTIT, which contains human-written sentences that describe part-level semantics for 3D objects. Experiments on the PARTIT dataset show that VLGrammar outperforms all baselines in image grammar induction and language grammar induction. The learned VLGrammar naturally benefits related downstream tasks. Specifically, it improves the image unsupervised clustering accuracy by 30%, and performs well in image retrieval and text retrieval. Notably, the induced grammar shows superior generalizability by easily generalizing to unseen categories. Code and pre-trained models are released at https://github.com/evelinehong/VLGrammar. Yining Hong, Qing Li 0003, Song-Chun Zhu, Siyuan Huang 0001 |
ICCV | 4 |
| 2021 | Spatio-temporal Self-Supervised Representation Learning for 3D Point CloudsabstractTo date, various 3D scene understanding tasks still lack practical and generalizable pre-trained models, primarily due to the intricate nature of 3D scene understanding tasks and their immense variations introduced by camera views, lighting, occlusions, etc. In this paper, we tackle this challenge by introducing a spatio-temporal representation learning (STRL) framework, capable of learning from unlabeled 3D point clouds in a self-supervised fashion. Inspired by how infants learn from visual data in the wild, we explore the rich spatio-temporal cues derived from the 3D data. Specifically, STRL takes two temporally-correlated frames from a 3D point cloud sequence as the input, transforms it with the spatial data augmentation, and learns the invariant representation self-supervisedly. To corroborate the efficacy of STRL, we conduct extensive experiments on three types (synthetic, indoor, and outdoor) of datasets. Experimental results demonstrate that, compared with supervised learning methods, the learned self-supervised representation facilitates various models to attain comparable or even better performances while capable of generalizing pre-trained models to downstream tasks, including 3D shape classification, 3D object detection, and 3D semantic segmentation. Moreover, the spatio-temporal contextual cues embedded in 3D point clouds significantly improve the learned representations. Siyuan Huang 0001, Yichen Xie 0002, Song-Chun Zhu, Yixin Zhu 0001 |
ICCV | 1 |
| 2021 | A Generalized Earley Parser for Human Activity Parsing and PredictionabstractDetection, parsing, and future predictions on sequence data (e.g., videos) require the algorithms to capture non-Markovian and compositional properties of high-level semantics. Context-free grammars are natural choices to capture such properties, but traditional grammar parsers (e.g., Earley parser) only take symbolic sentences as inputs. In this paper, we generalize the Earley parser to parse sequence data which is neither segmented nor labeled. Given the output of an arbitrary probabilistic classifier, this generalized Earley parser finds the optimal segmentation and labels in the language defined by the input grammar. Based on the parsing results, it makes top-down future predictions. The proposed method is generic, principled, and widely applicable. Experiment results clearly show the benefit of our method for both human activity parsing and prediction on three video datasets. Siyuan Qi, Baoxiong Jia, Siyuan Huang 0001, Ping Wei 0001, Song-Chun Zhu |
IEEE Trans. Pattern Anal. Mach. Intell. | 3 |
| 2020 | LEMMA: A Multi-view Dataset for LEarning Multi-agent Multi-task Activities
Baoxiong Jia, Yixin Chen 0003, Siyuan Huang 0001, Yixin Zhu 0001, Song-Chun Zhu |
ECCV (26) | 3 |
| 2020 | A Competence-Aware Curriculum for Visual Concepts Learning via Question Answering
Qing Li 0003, Siyuan Huang 0001, Yining Hong, Song-Chun Zhu |
ECCV (2) | 2 |
| 2020 | Closed Loop Neural-Symbolic Learning via Integrating Neural Perception, Grammar Parsing, and Symbolic ReasoningabstractThe goal of neural-symbolic computation is to integrate the connectionist and symbolist paradigms. Prior methods learn the neural-symbolic models using reinforcement learning (RL) approaches, which ignore the error propagation in the symbolic reasoning module and thus converge slowly with sparse rewards. In this paper, we address these issues and close the loop of neural-symbolic learning by (1) introducing the grammar model as a symbolic prior to bridge neural perception and symbolic reasoning, and (2) proposing a novel back-search algorithm which mimics the top-down human-like learning procedure to propagate the error through the symbolic reasoning module efficiently. We further interpret the proposed learning framework as maximum likelihood estimation using Markov chain Monte Carlo sampling and the back-search algorithm as a Metropolis-Hastings sampler. The experiments are conducted on two weakly-supervised neural-symbolic tasks: (1) handwritten formula recognition on the newly introduced HWF dataset; (2) visual question answering on the CLEVR dataset. The results show that our approach significantly outperforms the RL methods in terms of performance, converging speed, and data efficiency. Our code and data are released at https://liqing-ustc.github.io/NGS. Qing Li 0003, Siyuan Huang 0001, Yining Hong, Yixin Chen 0003, Ying Nian Wu, Song-Chun Zhu |
ICML | 2 |
| 2019 | Holistic++ Scene Understanding: Single-View 3D Holistic Scene Parsing and Human Pose Estimation With Human-Object Interaction and Physical CommonsenseabstractWe propose a new 3D holistic++scene understanding problem, which jointly tackles two tasks from a single-view image: (i) holistic scene parsing and reconstruction-3D estimations of object bounding boxes, camera pose, and room layout, and (ii) 3D human pose estimation. The intuition behind is to leverage the coupled nature of these two tasks to improve the granularity and performance of scene understanding. We propose to exploit two critical and essential connections between these two tasks: (i) human-object interaction (HOI) to model the fine-grained relations between agents and objects in the scene, and (ii) physical commonsense to model the physical plausibility of the reconstructed scene. The optimal configuration of the 3D scene, represented by a parse graph, is inferred using Markov chain Monte Carlo (MCMC), which efficiently traverses through the non-differentiable joint solution space. Experimental results demonstrate that the proposed algorithm significantly improves the performance of the two tasks on three datasets, showing an improved generalization ability. Yixin Chen 0003, Siyuan Huang 0001, Yixin Zhu 0001, Siyuan Qi, Song-Chun Zhu |
ICCV | 2 |
| 2019 | Understanding Human Gaze Communication by Spatio-Temporal Graph ReasoningabstractThis paper addresses a new problem of understanding human gaze communication in social videos from both atomic-level and event-level, which is significant for studying human social interactions. To tackle this novel and challenging problem, we contribute a large-scale video dataset, VACATION, which covers diverse daily social scenes and gaze communication behaviors with complete annotations of objects and human faces, human attention, and communication structures and labels in both atomic-level and event-level. Together with VACATION, we propose a spatio-temporal graph neural network to explicitly represent the diverse gaze interactions in the social scenes and to infer atomic-level gaze communication by message passing. We further propose an event network with encoder-decoder structure to predict the event-level gaze communication. Our experiments demonstrate that the proposed model improves various baselines significantly in predicting the atomic-level and event-level gaze communications. Lifeng Fan, Wenguan Wang, Song-Chun Zhu, Xinyu Tang 0003, Siyuan Huang 0001 |
ICCV | 5 |
| 2019 | PerspectiveNet: 3D Object Detection from a Single RGB Image via Perspective PointsabstractDetecting 3D objects from a single RGB image is intrinsically ambiguous, thus requiring appropriate prior knowledge and intermediate representations as constraints to reduce the uncertainties and improve the consistencies between the 2D image plane and the 3D world coordinate. To address this challenge, we propose to adopt perspective points as a new intermediate representation for 3D object detection, defined as the 2D projections of local Manhattan 3D keypoints to locate an object; these perspective points satisfy geometric constraints imposed by the perspective projection. We further devise PerspectiveNet, an end-to-end trainable model that simultaneously detects the 2D bounding box, 2D perspective points, and 3D object bounding box for each object from a single RGB image. PerspectiveNet yields three unique advantages: (i) 3D object bounding boxes are estimated based on perspective points, bridging the gap between 2D and 3D bounding boxes without the need of category-specific 3D shape priors. (ii) It predicts the perspective points by a template-based method, and a perspective loss is formulated to maintain the perspective constraints. (iii) It maintains the consistency between the 2D perspective points and 3D bounding boxes via a differentiable projective function. Experiments on SUN RGB-D dataset show that the proposed method significantly outperforms existing RGB-based approaches for 3D object detection. Siyuan Huang 0001, Yixin Chen 0003, Siyuan Qi, Yixin Zhu 0001, Song-Chun Zhu |
NeurIPS | 1 |
| 2018 | Human-Centric Indoor Scene Synthesis Using Stochastic GrammarabstractWe present a human-centric method to sample and synthesize 3D room layouts and 2D images thereof, to obtain large-scale 2D/3D image data with the perfect per-pixel ground truth. An attributed spatial And-Or graph (S-AOG) is proposed to represent indoor scenes. The S-AOG is a probabilistic grammar model, in which the terminal nodes are object entities including room, furniture, and supported objects. Human contexts as contextual relations are encoded by Markov Random Fields (MRF) on the terminal nodes. We learn the distributions from an indoor scene dataset and sample new layouts using Monte Carlo Markov Chain. Experiments demonstrate that the proposed method can robustly sample a large variety of realistic room layouts based on three criteria: (i) visual realism comparing to a state-of-the-art room arrangement method, (ii) accuracy of the affordance maps with respect to ground-truth, and (ii) the functionality and naturalness of synthesized rooms evaluated by human subjects. Siyuan Qi, Yixin Zhu 0001, Siyuan Huang 0001, Chenfanfu Jiang, Song-Chun Zhu |
CVPR | 3 |
| 2018 | Holistic 3D Scene Parsing and Reconstruction from a Single RGB Image
Siyuan Huang 0001, Siyuan Qi, Yixin Zhu 0001, Yinxue Xiao, Yuanlu Xu, Song-Chun Zhu |
ECCV (7) | 1 |
| 2018 | Cooperative Holistic Scene Understanding: Unifying 3D Object, Layout, and Camera Pose EstimationabstractHolistic 3D indoor scene understanding refers to jointly recovering the i) object bounding boxes, ii) room layout, and iii) camera pose, all in 3D. The existing methods either are ineffective or only tackle the problem partially. In this paper, we propose an end-to-end model that simultaneously solves all three tasks in real-time given only a single RGB image. The essence of the proposed method is to improve the prediction by i) parametrizing the targets (e.g., 3D boxes) instead of directly estimating the targets, and ii) cooperative training across different modules in contrast to training these modules individually. Specifically, we parametrize the 3D object bounding boxes by the predictions from several modules, i.e., 3D camera pose and object attributes. The proposed method provides two major advantages: i) The parametrization helps maintain the consistency between the 2D image and the 3D world, thus largely reducing the prediction variances in 3D coordinates. ii) Constraints can be imposed on the parametrization to train different modules simultaneously. We call these constraints "cooperative losses" as they enable the joint training and inference. We employ three cooperative losses for 3D bounding boxes, 2D projections, and physical constraints to estimate a geometrically consistent and physically plausible 3D scene. Experiments on the SUN RGB-D dataset shows that the proposed method significantly outperforms prior approaches on 3D layout estimation, 3D object detection, 3D camera pose estimation, and holistic scene understanding. Siyuan Huang 0001, Siyuan Qi, Yinxue Xiao, Yixin Zhu 0001, Ying Nian Wu, Song-Chun Zhu |
NeurIPS | 1 |
| 2018 | Configurable 3D Scene Synthesis and 2D Image Rendering with Per-pixel Ground Truth Using Stochastic Grammars
Chenfanfu Jiang, Siyuan Qi, Yixin Zhu 0001, Siyuan Huang 0001, Jenny Lin, Lap-Fai Yu, Demetri Terzopoulos, Song-Chun Zhu |
Int. J. Comput. Vis. | 4 |
| 2017 | Predicting Human Activities Using Stochastic GrammarabstractThis paper presents a novel method to predict future human activities from partially observed RGB-D videos. Human activity prediction is generally difficult due to its non-Markovian property and the rich context between human and environments. We use a stochastic grammar model to capture the compositional structure of events, integrating human actions, objects, and their affordances. We represent the event by a spatial-temporal And-Or graph (ST-AOG). The ST-AOG is composed of a temporal stochastic grammar defined on sub-activities, and spatial graphs representing sub-activities that consist of human actions, objects, and their affordances. Future sub-activities are predicted using the temporal grammar and Earley parsing algorithm. The corresponding action, object, and affordance labels are then inferred accordingly. Extensive experiments are conducted to show the effectiveness of our model on both semantic event parsing and future activity prediction. Siyuan Qi, Siyuan Huang 0001, Ping Wei 0001, Song-Chun Zhu |
ICCV | 2 |