Search arXivSearch

arXiv subjects

Fang Wan

Publications and source records attributed to Fang Wan.

At least 19 recordsLinked to original sources

Vorch-Omni: Multi-Task Orchestration of Sight and Sound

Recent advances in generative video modeling have enabled diverse generation, reference-based synthesis, extension, and editing, but existing approaches often rely on fragmented task-specific models. A general model must distinguish heterogeneous target, source, and reference signals to determine what to generate, preserve, or use as guidance, while reducing interference among tasks. Joint audio-visual generation further increases this challenge by introducing diverse conditioning and output configurations across modalities. We present Vorch-Omni, a unified multi-task framework for audio-visual synthesis based on an arbitrary-condition-to-arbitrary-output formulation. It flexibly treats video and audio signals as either conditioning inputs or generation targets. Token-level conditioning masks and task identifiers distinguish targets, source content, and references, while position types separate temporal context from independent conditions. To capture semantic and structural information, Vorch-Omni employs complementary visual conditioning pathways: a vision-language model interprets sampled frames with text instructions, and a video VAE encodes conditions into latent tokens for direct guidance. We further build a distributed data pipeline to curate diverse temporally aligned audio-visual clips, generate structured captions and metadata, and balance heterogeneous task distributions. Built on a single flow-matching diffusion transformer without task-specific architectural changes, Vorch-Omni supports over 10 tasks, including text-to-video, text-to-audio-video, image- and reference-conditioned generation, temporal extension, audio-driven generation, video transformation, and audio-visual editing. This unified framework provides a scalable foundation for general-purpose audio-visual generation and manipulation.

cs.CV

Uncertainty-Calibrated Diffusion for Reliable 3D Molecular Graph Generation

Bayesian inference provides a principled framework for modeling epistemic uncertainty in neural networks by treating predictions as distributions rather than deterministic values. Meanwhile, diffusion-based models for 3D molecular graph generation operate on fragile geometric structures governed by strict chemical constraints, making inference highly sensitive to uncertainty miscalibration. A largely overlooked issue is that epistemic uncertainty arising from the learned denoiser interacts with the aleatoric uncertainty intentionally injected during reverse diffusion, leading to systematic variance inflation and a mismatch between the true distribution and the simulated distribution. This effect is particularly detrimental for high-precision molecular generation, where even small deviations can violate chemical validity. In this work, we provide a theoretical and empirical analysis of how epistemic uncertainty propagates through diffusion inference and degrades sampling quality. Building on this investigation, we propose UCD (Uncertainty-Calibrated Diffusion), a simple yet effective method that calibrates the reverse diffusion process to account for epistemic uncertainty. Extensive experiments on standard 3D molecular benchmarks demonstrate that UCD consistently improves sampling quality across diverse baseline methods, establishing new state-of-the-art performance for 3D molecular diffusion. The code is available at https://github.com/jiuguaiwf/UCD.

cs.LG

asRoBallet: Closing the Sim2Real Gap via Friction-Aware Reinforcement Learning for Underactuated Spherical Dynamics

We introduce asRoBallet, to the best of our knowledge, the first end-to-end reinforcement learning (RL) locomotion policy deployed on a humanoid ballbot hardware platform. Historically, ballbots have served as a canonical benchmark for underactuated and nonholonomic control, which are characterized by a reality gap in complex friction models for wheel-ball-floor interactions. While current literature demonstrates successful handling of 3D balancing with LQR and MPC, transitioning to actual hardware for a humanoid ballbot using RL is currently hindered by critical gaps in contact modeling, actuator latency & jitter, and safe hardware exploration. This study proposes a high-fidelity MuJoCo simulation that explicitly models the discrete roller mechanics of ETH-type omni-wheels, thereby capturing parasitic vibrations and contact discontinuities that have previously been ignored. We also developed a Friction-Aware Reinforcement Learning framework that achieves zero-shot Sim2Real transfer by mastering the coupled rolling, lateral, and torsional friction channels at the wheel-ball and ball-floor interfaces. We designed asRoBallet through subtractive reconfiguration, repurposing key components from an overconstrained quadruped and integrating them into a newly designed structural frame to achieve a robust research platform at low cost. We also developed a generalized iOS ecosystem that transforms consumer electronics into a low-latency interface, enabling a single operator to orchestrate expressive humanoid maneuvers via intuitive natural motion.

cs.RO

A Dataset and Benchmark for Robotic Cloth Unfolding Grasp Selection: The ICRA 2024 Cloth Competition

Robotic cloth manipulation suffers from a lack of standardized benchmarks and shared datasets for evaluating and comparing different approaches. To address this, we created a benchmark and organized the ICRA 2024 Cloth Competition, a unique head-to-head evaluation focused on grasp pose selection for in-air robotic cloth unfolding. Eleven diverse teams participated in the competition, utilizing our publicly released dataset of real-world robotic cloth unfolding attempts and a variety of methods to design their unfolding approaches. Afterwards, we also expanded our dataset with 176 competition evaluation trials, resulting in a dataset of 679 unfolding demonstrations across 34 garments. Analysis of the competition results revealed insights about the trade-off between grasp success and coverage, the surprisingly strong achievements of hand-engineered methods and a significant discrepancy between competition performance and prior work, underscoring the importance of independent, out-of-the-lab evaluation in robotic cloth manipulation. The associated dataset is a valuable resource for developing and evaluating grasp selection methods, particularly for learning-based approaches. We hope that our benchmark, dataset and competition results can serve as a foundation for future benchmarks and drive further progress in data-driven robotic cloth manipulation. The dataset and benchmarking code are available at https://airo.ugent.be/cloth_competition.

cs.RO

Data-driven controlled subgroup selection in clinical trials

Subgroup selection in clinical trials is essential for identifying patient groups that react differently to a treatment, thereby enabling personalised medicine. In particular, subgroup selection can identify patient groups that respond particularly well to a treatment or that encounter adverse events more often. However, this is a post-selection inference problem, which may pose challenges for traditional techniques used for subgroup analysis, such as increased Type I error rates and potential biases from data-driven subgroup identification. In this paper, we present two methods for subgroup selection in regression problems: one based on generalised linear modelling and another on isotonic regression. We demonstrate how these methods can be used for data-driven subgroup identification in the analysis of clinical trials, focusing on two distinct tasks: identifying patient groups that are safe from manifesting adverse events and identifying patient groups with high treatment effect, while controlling for Type I error in both cases. A thorough simulation study is conducted to evaluate the strengths and weaknesses of each method, providing detailed insight into the sensitivity of the Type I error rate control to modelling assumptions.

stat.ME

Multi-Layered Reasoning from a Single Viewpoint for Learning See-Through Grasping

Sensory substitution enables biological systems to perceive stimuli that are typically perceived by another organ, which is inspirational for physical agents. Multimodal perception of intrinsic and extrinsic interactions is critical in building an intelligent robot that learns. This study presents a Vision-based See-Through Perception (VBSeeThruP) architecture that simultaneously perceives multiple intrinsic and extrinsic modalities from a single visual input, in a markerless manner, all packed into a soft robotic finger using the Soft Polyhedral Network design. It is generally applicable to miniature vision systems placed beneath deformable networks with a see-through design, capturing real-time images of the network's physical interactions induced by contact-based events, overlaid on the visual scene of the external environment, as demonstrated in the ablation study. We present the VBSeeThruP's capability for learning reactive grasping without using external cameras or dedicated force and torque sensors on the fingertips. Using the inpainted scene and the deformation mask, we further demonstrate the multimodal performance of the VBSeeThruP architecture to simultaneously achieve various perceptions, including but not limited to scene inpainting, object detection, depth sensing, scene segmentation, masked deformation tracking, 6D force/torque sensing, and contact event detection, all within a single sensory input from the in-finger vision markerlessly.

cs.RO

Thinking with Images via Self-Calling Agent

Thinking-with-images paradigms have showcased remarkable visual reasoning capability by integrating visual information as dynamic elements into the Chain-of-Thought (CoT). However, optimizing interleaved multimodal CoT (iMCoT) through reinforcement learning remains challenging, as it relies on scarce high-quality reasoning data. In this study, we propose Self-Calling Chain-of-Thought (sCoT), a novel visual reasoning paradigm that reformulates iMCoT as a language-only CoT with self-calling. Specifically, a main agent decomposes the complex visual reasoning task to atomic subtasks and invokes its virtual replicas, i.e. parameter-sharing subagents, to solve them in isolated context. sCoT enjoys substantial training effectiveness and efficiency, as it requires no explicit interleaving between modalities. sCoT employs group-relative policy optimization to reinforce effective reasoning behavior to enhance optimization. Experiments on HR-Bench 4K show that sCoT improves the overall reasoning performance by up to $1.9\%$ with $\sim 75\%$ fewer GPU hours compared to strong baseline approaches. Code is available at https://github.com/YWenxi/think-with-images-through-self-calling.

cs.CV

Geometric-Mean Policy Optimization

Group Relative Policy Optimization (GRPO) has significantly enhanced the reasoning capability of large language models by optimizing the arithmetic mean of token-level rewards. Unfortunately, GRPO is observed to suffer from unstable policy updates when facing tokens with outlier importance-weighted rewards, which manifest as extreme importance sampling ratios during training. In this study, we propose Geometric-Mean Policy Optimization (GMPO), with the aim to improve the stability of GRPO through suppressing token reward outliers. Instead of optimizing the arithmetic mean, GMPO maximizes the geometric mean of token-level rewards, which is inherently less sensitive to outliers and maintains a more stable range of importance sampling ratio. GMPO is plug-and-play-simply replacing GRPO's arithmetic mean with the geometric mean of token-level rewards, as the latter is inherently less sensitive to outliers. GMPO is theoretically plausible-analysis reveals that both GMPO and GRPO are weighted forms of the policy gradient while the former enjoys more stable weights, which consequently benefits policy optimization and performance. Experiments on multiple mathematical reasoning benchmarks show that GMPO-7B improves the average Pass@1 of GRPO by up to 4.1%, outperforming many state-of-the-art approaches. Code is available at https://github.com/callsys/GMPO.

cs.CL

Can Data-Driven Dynamics Reveal Hidden Physics? There Is A Need for Interpretable Neural Operators

Recently, neural operators have emerged as powerful tools for learning mappings between function spaces, enabling data-driven simulations of complex dynamics. Despite their successes, a deeper understanding of their learning mechanisms remains underexplored. In this work, we classify neural operators into two types: (1) Spatial domain models that learn on grids and (2) Functional domain models that learn with function bases. We present several viewpoints based on this classification and focus on learning data-driven dynamics adhering to physical principles. Specifically, we provide a way to explain the prediction-making process of neural operators and show that neural operator can learn hidden physical patterns from data. However, this explanation method is limited to specific situations, highlighting the urgent need for generalizable explanation methods. Next, we show that a simple dual-space multi-scale model can achieve SOTA performance and we believe that dual-space multi-spatio-scale models hold significant potential to learn complex physics and require further investigation. Lastly, we discuss the critical need for principled frameworks to incorporate known physics into neural operators, enabling better generalization and uncovering more hidden physical phenomena.

cs.LG

One-DoF Robotic Design of Overconstrained Limbs with Energy-Efficient, Self-Collision-Free Motion

While it is expected to build robotic limbs with multiple degrees of freedom (DoF) inspired by nature, a single DoF design remains fundamental, providing benefits that include, but are not limited to, simplicity, robustness, cost-effectiveness, and efficiency. Mechanisms, especially those with multiple links and revolute joints connected in closed loops, play an enabling factor in introducing motion diversity for 1-DoF systems, which are usually constrained by self-collision during a full-cycle range of motion. This study presents a novel computational approach to designing one-degree-of-freedom (1-DoF) overconstrained robotic limbs for a desired spatial trajectory, while achieving energy-efficient, self-collision-free motion in full-cycle rotations. Firstly, we present the geometric optimization problem of linkage-based robotic limbs in a generalized formulation for self-collision-free design. Next, we formulate the spatial trajectory generation problem with the overconstrained linkages by optimizing the similarity and dynamic-related metrics. We further optimize the geometric shape of the overconstrained linkage to ensure smooth and collision-free motion driven by a single actuator. We validated our proposed method through various experiments, including personalized automata and bio-inspired hexapod robots. The resulting hexapod robot, featuring overconstrained robotic limbs, demonstrated outstanding energy efficiency during forward walking.

cs.RO

MagiClaw: A Dual-Use, Vision-Based Soft Gripper for Bridging the Human Demonstration to Robotic Deployment Gap

The transfer of manipulation skills from human demonstration to robotic execution is often hindered by a "domain gap" in sensing and morphology. This paper introduces MagiClaw, a versatile two-finger end-effector designed to bridge this gap. MagiClaw functions interchangeably as both a handheld tool for intuitive data collection and a robotic end-effector for policy deployment, ensuring hardware consistency and reliability. Each finger incorporates a Soft Polyhedral Network (SPN) with an embedded camera, enabling vision-based estimation of 6-DoF forces and contact deformation. This proprioceptive data is fused with exteroceptive environmental sensing from an integrated iPhone, which provides 6D pose, RGB video, and LiDAR-based depth maps. Through a custom iOS application, MagiClaw streams synchronized, multi-modal data for real-time teleoperation, offline policy learning, and immersive control via mixed-reality interfaces. We demonstrate how this unified system architecture lowers the barrier to collecting high-fidelity, contact-rich datasets and accelerates the development of generalizable manipulation policies. Please refer to the iOS app at https://apps.apple.com/cn/app/magiclaw/id6661033548 for further details.

cs.RO

Timestep Embedding Tells: It's Time to Cache for Video Diffusion Model

As a fundamental backbone for video generation, diffusion models are challenged by low inference speed due to the sequential nature of denoising. Previous methods speed up the models by caching and reusing model outputs at uniformly selected timesteps. However, such a strategy neglects the fact that differences among model outputs are not uniform across timesteps, which hinders selecting the appropriate model outputs to cache, leading to a poor balance between inference efficiency and visual quality. In this study, we introduce Timestep Embedding Aware Cache (TeaCache), a training-free caching approach that estimates and leverages the fluctuating differences among model outputs across timesteps. Rather than directly using the time-consuming model outputs, TeaCache focuses on model inputs, which have a strong correlation with the modeloutputs while incurring negligible computational cost. TeaCache first modulates the noisy inputs using the timestep embeddings to ensure their differences better approximating those of model outputs. TeaCache then introduces a rescaling strategy to refine the estimated differences and utilizes them to indicate output caching. Experiments show that TeaCache achieves up to 4.41x acceleration over Open-Sora-Plan with negligible (-0.07% Vbench score) degradation of visual quality.

cs.CV

DynRefer: Delving into Region-level Multimodal Tasks via Dynamic Resolution

One fundamental task of multimodal models is to translate referred image regions to human preferred language descriptions. Existing methods, however, ignore the resolution adaptability needs of different tasks, which hinders them to find out precise language descriptions. In this study, we propose a DynRefer approach, to pursue high-accuracy region-level referring through mimicking the resolution adaptability of human visual cognition. During training, DynRefer stochastically aligns language descriptions of multimodal tasks with images of multiple resolutions, which are constructed by nesting a set of random views around the referred region. During inference, DynRefer performs selectively multimodal referring by sampling proper region representations for tasks from the nested views based on image and task priors. This allows the visual information for referring to better match human preferences, thereby improving the representational adaptability of region-level multimodal models. Experiments show that DynRefer brings mutual improvement upon broad tasks including region-level captioning, open-vocabulary region recognition and attribute detection. Furthermore, DynRefer achieves state-of-the-art results on multiple region-level multimodal tasks using a single model. Code is available at https://github.com/callsys/DynRefer.

cs.CV

Correspondence-Guided SfM-Free 3D Gaussian Splatting for NVS

Novel View Synthesis (NVS) without Structure-from-Motion (SfM) pre-processed camera poses--referred to as SfM-free methods--is crucial for promoting rapid response capabilities and enhancing robustness against variable operating conditions. Recent SfM-free methods have integrated pose optimization, designing end-to-end frameworks for joint camera pose estimation and NVS. However, most existing works rely on per-pixel image loss functions, such as L2 loss. In SfM-free methods, inaccurate initial poses lead to misalignment issue, which, under the constraints of per-pixel image loss functions, results in excessive gradients, causing unstable optimization and poor convergence for NVS. In this study, we propose a correspondence-guided SfM-free 3D Gaussian splatting for NVS. We use correspondences between the target and the rendered result to achieve better pixel alignment, facilitating the optimization of relative poses between frames. We then apply the learned poses to optimize the entire scene. Each 2D screen-space pixel is associated with its corresponding 3D Gaussians through approximated surface rendering to facilitate gradient back propagation. Experimental results underline the superior performance and time efficiency of the proposed approach compared to the state-of-the-art baselines.

cs.CV

Overconstrained Locomotion

This paper studies the design, control, and learning of a novel robotic limb that produces overconstrained locomotion by employing the Bennett linkage for motion generation, capable of parametric reconfiguration between a reptile- and mammal-inspired morphology within a single quadruped. In contrast to the prevailing focus on planar linkages, this research delves into adopting overconstrained linkages as the limb mechanism. The overconstrained linkages have solid theoretical foundations in advanced kinematics but are under-explored in robotic applications. This study showcases the morphological superiority of Overconstrained Robotic Limbs (ORLs) that can transform into planar or spherical limbs, exemplified using the simplest case of a Bennett linkage as an ORL. We apply Model Predictive Control (MPC) to simulate a range of overconstrained locomotion tasks, revealing its superiority in energy efficiency against planar limbs when considering foothold distances and speeds. The results are further verified in overconstrained locomotion policies optimized from Reinforcement Learning (RL). From an evolutionary biology perspective, these findings highlight the mechanism distinctions in limb design between reptiles and mammals and represent the first documented instance of ORLs outperforming planar limb designs in dynamic locomotion. Future studies will focus on deploying the model-based and learning-based overconstrained locomotion skills in the robotic hardware to close the Sim2Real gap for developing evolutionary-inspired, energy-efficient control of novel robotic limbs.

cs.RO

On Flange-based 3D Hand-Eye Calibration for Soft Robotic Tactile Welding

This paper investigates the direct application of standardized designs on the robot for conducting robot hand-eye calibration by employing 3D scanners with collaborative robots. The well-established geometric features of the robot flange are exploited by directly capturing its point cloud data. In particular, an iterative method is proposed to facilitate point cloud processing toward a refined calibration outcome. Several extensive experiments are conducted over a range of collaborative robots, including Universal Robots UR5 & UR10 e-series, Franka Emika, and AUBO i5 using an industrial-grade 3D scanner Photoneo Phoxi S & M and a commercial-grade 3D scanner Microsoft Azure Kinect DK. Experimental results show that translational and rotational errors converge efficiently to less than 0.28 mm and 0.25 degrees, respectively, achieving a hand-eye calibration accuracy as high as the camera's resolution, probing the hardware limit. A welding seam tracking system is presented, combining the flange-based calibration method with soft tactile sensing. The experiment results show that the system enables the robot to adjust its motion in real-time, ensuring consistent weld quality and paving the way for more efficient and adaptable manufacturing processes.

cs.RO

Proprioceptive Learning with Soft Polyhedral Networks

Proprioception is the "sixth sense" that detects limb postures with motor neurons. It requires a natural integration between the musculoskeletal systems and sensory receptors, which is challenging among modern robots that aim for lightweight, adaptive, and sensitive designs at a low cost. Here, we present the Soft Polyhedral Network with an embedded vision for physical interactions, capable of adaptive kinesthesia and viscoelastic proprioception by learning kinetic features. This design enables passive adaptations to omni-directional interactions, visually captured by a miniature high-speed motion tracking system embedded inside for proprioceptive learning. The results show that the soft network can infer real-time 6D forces and torques with accuracies of 0.25/0.24/0.35 N and 0.025/0.034/0.006 Nm in dynamic interactions. We also incorporate viscoelasticity in proprioception during static adaptation by adding a creep and relaxation modifier to refine the predicted results. The proposed soft network combines simplicity in design, omni-adaptation, and proprioceptive sensing with high accuracy, making it a versatile solution for robotics at a low cost with more than 1 million use cycles for tasks such as sensitive and competitive grasping, and touch-based geometry reconstruction. This study offers new insights into vision-based proprioception for soft robots in adaptive grasping, soft manipulation, and human-robot interaction.

cs.RO

Proprioceptive State Estimation for Amphibious Tactile Sensing

This paper presents a novel vision-based proprioception approach for a soft robotic finger that can estimate and reconstruct tactile interactions in both terrestrial and aquatic environments. The key to this system lies in the finger's unique metamaterial structure, which facilitates omni-directional passive adaptation during grasping, protecting delicate objects across diverse scenarios. A compact in-finger camera captures high-framerate images of the finger's deformation during contact, extracting crucial tactile data in real-time. We present a volumetric discretized model of the soft finger and use the geometry constraints captured by the camera to find the optimal estimation of the deformed shape. The approach is benchmarked using a motion capture system with sparse markers and a haptic device with dense measurements. Both results show state-of-the-art accuracies, with a median error of 1.96 mm for overall body deformation, corresponding to 2.1% of the finger's length. More importantly, the state estimation is robust in both on-land and underwater environments as we demonstrate its usage for underwater object shape sensing. This combination of passive adaptation and real-time tactile sensing paves the way for amphibious robotic grasping applications.

cs.RO