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Ian Reid

Publications and source records attributed to Ian Reid.

At least 19 recordsLinked to original sources

Category Level 6D Object Pose Estimation from a Single RGB Image using Diffusion

Estimating the 6D pose and 3D size of an object from visual data is a fundamental task in computer vision. Although single-view geometry is a deeply established domain, contemporary category-level methods frequently rely on rigid prerequisites such as precise object models, ground truth depth, or multi-modal LiDAR integration to achieve robust results. In this work, we introduce a unified generative framework that addresses both single-view category-level pose estimation and temporal sequence tracking using only RGB input. Our method leverages score-based diffusion models to generate a rich multi-hypothesis pose distribution, inherently capturing spatial and geometric uncertainties. While existing diffusion-based estimators typically rely on computationally expensive likelihood models to prune outliers, we propose an efficient alternative utilising Mean Shift to directly isolate the distribution's mode as the final pose estimate. Our approach establishes a new state-of-the-art baseline on the challenging REAL275 benchmark among two-stage, crop-based estimators. Furthermore, by decoupling object detection from pose estimation, our generative framework explicitly avoids the catastrophic domain overfitting inherent to end-to-end single-stage detectors, achieving highly robust zero-shot generalisation on the unseen Wild6D dataset. Finally, we demonstrate that the iterative nature of our score-based sampler enables a seamless transition to video sequences by preserving and propagating the multi-hypothesis distribution across time as a coherent temporal prior.

cs.CV

The Robot Data Factory

Physical AI requires more than increasingly large robot datasets: intelligent robots acquire knowledge through continuous interaction with the physical world. We argue that the defining scientific resource of Physical AI is therefore not raw robot data alone, but robot experience - physically grounded interaction whose observations, actions, embodiment, context, and outcomes preserve the perception-action-consequence loop. We introduce the Robot Data Factory (RDF), a mission-driven infrastructure and methodology for continuously generating, validating, benchmarking, and reusing such experience. RDF organizes heterogeneous robots and environment-specific training grounds through reproducible missions, skill curricula, synchronized multimodal sensing, external ground truth, an agentic robot network, data pipelines, and living benchmarks. Rather than treating datasets as static end products, RDF implements a closed Deploy-Measure-Learn-Repeat cycle in which validated physical experience supports world models, vision-language-action models, embodied policies, digital twins, and subsequent robot deployment. We further formalize robot experience and its quality, introduce a mission-task-skill-episode-dataset-benchmark-capability hierarchy, and derive quantitative scaling laws and an algorithmic synthesis procedure connecting robot fleet size, sensor rates, storage, learning representations, tokenization, training compute, inference, and latency to Embodied-AI cluster requirements. The framework is instantiated in three complementary physical training grounds for domestic, environmental, and energy applications. RDF thus reframes robot data generation as a continuous scientific production process and provides a pathway toward reproducible, scalable, and eventually federated infrastructure for Physical AI.

cs.RO

UniMo: Unifying Human and Animal Motion Generation

The conditional generation of 3D motion has emerged as a key research topic due to its wide applicability across robotics, AR/VR, gaming, and content creation. However, extending recent advances in text-driven human motion generation to the animal domain remains challenging due to two core limitations. First, animals exhibit highly diverse skeletal topologies, unlike the standard human structure, making unified modeling across species difficult and leading to inefficient per-species models. Second, existing animal motion datasets suffer from limited scale and annotation quality, constraining model performance. To address these challenges, we propose UniMo, a unified point cloud-based motion generation framework that bypasses topological discrepancies by converting parametric skeletons into unparametric representations, further enhanced by dynamic sampling that allocates more points to active joints. Additionally, we present UniML3D, a large-scale motion-language dataset spanning both human and animal categories, containing 145,907 motion sequences and 433,388 captions-over 102x larger than existing animal datasets. Our method achieves state-of-the-art results on UniML3D and three public benchmarks including HumanML3D, KIT-ML, and AnimalML3D, demonstrating the feasibility and effectiveness of unified human-animal motion generation. Website: https://steve-zeyu-zhang.github.io/UniMo.

cs.CV

Rethinking Weight-Averaged Model-merging

Model merging, particularly through weight averaging, has shown surprising effectiveness in saving computations and improving model performance without any additional training. However, the interpretability of this technique works remains unclear. In this work, we reinterpret weight-averaged model merging through the lens of interpretability and provide empirical insights. We approach the problem from three perspectives: (1) we analyze the learned weight structures and demonstrate that model weights encode structured representations that help explain the compatibility of weight averaging; (2) we compare averaging in weight space and feature space across diverse model architectures (CNNs and ViTs) and datasets, aiming to expose under which circumstances what combination paradigm will work more effectively; (3) we study the effect of parameter scaling on prediction stability, highlighting how weight averaging acts as a form of regularization that contributes to robustness. By framing these analyses in an interpretability context, our work contributes to a more transparent and systematic understanding of model merging for stakeholders interested in the safety and reliability of untrained model combination methods. The code is available at https://github.com/billhhh/Rethink-Merge.

cs.LG

CalibAnyView: Beyond Single-View Camera Calibration in the Wild

Camera calibration is fundamental to reliable geometric perception, yet classical approaches rely on dedicated targets, successful reconstruction, or dense view coverage, which casually captured imagery rarely satisfies. Recent learning-based single-image methods lift these requirements by exploiting visual cues, and extend calibration beyond intrinsics to gravity estimation. Yet in the common multi-view case, they predict each view independently and combine the estimates only afterwards, lacking full use of cross-view consistency. We bridge this gap with CalibAnyView, a framework that unifies single- and sparse multi-view calibration by enforcing that consistency inside the network: a transformer with cross-view attention predicts camera-model-agnostic perspective fields, followed by a multi-view optimization that fuses them into shared intrinsics and per-view gravity directions, covering camera models from pinhole to severely distorted lenses. To support this, we construct a large-scale in-the-wild multi-view video dataset spanning diverse camera models, dynamic scenes, realistic motion trajectories, and heterogeneous lens distortions. Extensive experiments show that CalibAnyView outperforms state-of-the-art methods in both sparse multi-view and single-view settings spanning pinhole to distorted optics.

cs.CV

G3Splat: Geometrically Consistent Generalizable Gaussian Splatting

3D Gaussians have become a powerful scene representation for real-time splatting and high-quality novel-view synthesis. This has motivated generalizable splatting -- methods that adapt feed-forward geometry prediction networks to produce per-pixel Gaussians from a set of images. However, most generalizable splatting pipelines are supervised primarily through a view-synthesis loss to predict Gaussian orientation, anisotropic scale, opacity, and appearance in addition to their locations. We show that this learning objective is under-constrained. Models trained with view synthesis alone produce splats whose orientations and scales have no geometric connotation. The result is that, while producing decent view-synthesis performance, nearly all generalizable splatting methods produce geometrically inaccurate and misaligned Gaussians. We introduce G3Splat, a geometry-consistent generalizable splatting framework that addresses these degeneracies through differentiable geometric priors on the predicted 3D Gaussians, making the learning problem well-posed. These priors encourage the per-pixel splats to remain on their viewing rays and to orient themselves in accordance with local surfaces. Our priors are architecture-agnostic and can be incorporated into any previously studied geometric backbone for generalizable splatting, as well as different scene representations. We test G3Splat with both DUSt3R-style and VGGT-style backbones to predict pixel-aligned full-rank 3DGS as well as surfel-like 2DGS. Trained on RE10K, G3Splat produces Gaussian splats with significantly higher geometric fidelity than baselines, providing state-of-the-art novel-view depth, mesh reconstruction, and relative pose estimation performance while preserving novel-view synthesis quality, as evaluated on datasets such as ACID and ScanNet. Code and pretrained models are released on our project page.

cs.CV

ManipArena: Comprehensive Real-world Evaluation of Reasoning-Oriented Generalist Robot Manipulation

Vision-Language-Action (VLA) models and world-action models have emerged as central paradigms for general-purpose robotic intelligence, yet their empirical progress remains constrained by the absence of evaluation protocols that are both physically realistic and diagnostically controlled. Simulator-centric benchmarks provide scale and reproducibility, but cannot fully capture the reality gap induced by perception noise, contact dynamics, latency, calibration error, and hardware constraints. Conversely, real-robot evaluations are often fragmented across platforms, scenes, objects, and scoring rules, making fair comparison and failure attribution difficult. We introduce ManipArena, a standardized real-robot evaluation framework for studying manipulation generalization under matched physical conditions. ManipArena comprises 20 tasks, 10,812 expert trajectories, 13.5M frames, and approximately 188 robot hours across tabletop and mobile manipulation. The framework combines schema-defined task variation, stratified in-domain, visualshift, and semantic-OOD trials, subtask-level partial-credit scoring, three-level language annotations, low-level motor signals, and paired real-to-sim environments reconstructed from physical scenes. Using ManipArena, we evaluate seven tabletop configurations spanning VLA and world-action-model policies. The results show that real-robot conclusions depend not only on architecture, but also on model provenance, fine-tuning regime, data sampling, and annotation granularity. ManipArena thus provides a reproducible and interpretable foundation for diagnosing capability boundaries and failure modes in embodied generalization.

cs.RO

Latent Action Pretraining Through World Modeling

Vision-Language-Action (VLA) models have gained popularity for learning robotic manipulation tasks that follow language instructions. State-of-the-art VLAs, such as OpenVLA and $π_{0}$, were trained on large-scale, manually labeled action datasets collected through teleoperation. More recent approaches, including LAPA and villa-X, introduce latent action representations that enable unsupervised pretraining on unlabeled datasets by modeling abstract visual changes between frames. Although these methods have shown strong results, their large model sizes make deployment in real-world settings challenging. In this work, we propose LAWM, a model-agnostic framework to pretrain imitation learning models in a self-supervised way, by learning latent action representations from unlabeled video data through world modeling. These videos can be sourced from robot recordings or videos of humans performing actions with everyday objects. Our framework is able to transfer learned knowledge across tasks, environments, and embodiments. It outperforms models pretrained with ground-truth robot actions and other similar pretraining methods on the LIBERO benchmark and real-world setup, while being efficient and practical for real-world settings.

cs.RO

World2Act: Latent Action Post-Training from World Model Dynamics

World Models (WMs) offer a promising mechanism for post-training Vision-Language-Action (VLA) policies by providing dynamics priors that improve generalization under task and scene variation. However, most WM-based post-training methods rely on pixel-space supervision, making policies sensitive to visual artifacts introduced by imperfect WM rollouts. We present World2Act, a latent-space post-training framework that transfers WM dynamics to the VLA policy without pixel-space supervision. World2Act operates in two stages: 1) it induces a shared video-action latent space by contrastively aligning WM-dynamics latents with action embeddings, and 2) it post-trains the VLA by guiding policy action representations toward WM-imagined dynamics rather than decoded pixels. Built on GR00T-N1.6, World2Act delivers absolute success-rate gains of up to +2.5% on simulation benchmarks (RoboCasa, LIBERO, Bridge-SIMPLER) and +6.7% on a real robot over finetuned VLA baselines. Notably, it outperforms pixel-space WM supervision by up to +6.0%, including on LIBERO where pixel supervision degrades the baseline, suggesting that latent WM dynamics offer a more stable WM-based post-training alternative to pixel-space transfer.

cs.CV

GeoWorld: Geometric World Models

Energy-based predictive world models provide a powerful approach for multi-step visual planning by reasoning over latent energy landscapes rather than generating pixels. However, existing approaches face two major challenges: (i) their latent representations are typically learned in Euclidean space, neglecting the underlying geometric and hierarchical structure among states, and (ii) they struggle with long-horizon prediction, which leads to rapid degradation across extended rollouts. To address these challenges, we introduce GeoWorld, a geometric world model that preserves geometric structure and hierarchical relations through a Hyperbolic JEPA, which maps latent representations from Euclidean space onto hyperbolic manifolds. We further introduce Geometric Reinforcement Learning for energy-based optimization, enabling stable multi-step planning in hyperbolic latent space. Extensive experiments on CrossTask and COIN demonstrate around 3% SR improvement in 3-step planning and 2% SR improvement in 4-step planning compared to the state-of-the-art V-JEPA 2. Project website: https://steve-zeyu-zhang.github.io/GeoWorld.

cs.CV

Kalman Filter Enhanced GRPO for Reinforcement Learning-Based Language Model Reasoning

The advantage function is a central concept in RL that helps reduce variance in policy gradient estimates. For language modeling, Group Relative Policy Optimization (GRPO) was proposed to use the within-group sample mean as a baseline for advantage normalization. This estimator can be sensitive to small group size and rollout-level stochasticity, which may lead to suboptimal advantage estimates in some settings. In this paper, we propose Kalman Filter Enhanced Group Relative Policy Optimization (KRPO), a lightweight variant that treats per-group rewards as noisy observations of a latent prompt-level reward baseline and uses a 1D Kalman filter to estimate both the baseline and its uncertainty. KRPO introduces no additional learned parameters and can be integrated into GRPO with minimal computational overhead. On mathematical reasoning benchmarks, KRPO consistently improves training reward curves and final accuracy over GRPO. These results suggest that adaptive advantage estimation is a promising direction for critic-free reinforcement learning in language model reasoning. The code is available at https://github.com/billhhh/KRPO_LLMs_RL.

cs.LG

Indexing Multimodal Language Models for Large-scale Image Retrieval

Multimodal Large Language Models (MLLMs) have demonstrated strong cross-modal reasoning capabilities, yet their potential for vision-only tasks remains underexplored. We investigate MLLMs as training-free similarity estimators for instance-level image-to-image retrieval. Our approach prompts the model with paired images and converts next-token probabilities into similarity scores, enabling zero-shot re-ranking within large-scale retrieval pipelines. This design avoids specialized architectures and fine-tuning, leveraging the rich visual discrimination learned during multimodal pre-training. We address scalability by combining MLLMs with memory-efficient indexing and top-$k$ candidate re-ranking. Experiments across diverse benchmarks show that MLLMs outperform task-specific re-rankers outside their native domains and exhibit superior robustness to clutter, occlusion, and small objects. Despite strong results, we identify failure modes under severe appearance changes, highlighting opportunities for future research. Our findings position MLLMs as a promising alternative for open-world large-scale image retrieval.

cs.CV

ROSflight 2.0: Lean ROS 2-Based Autopilot for Unmanned Aerial Vehicles

ROSflight is a lean, open-source autopilot ecosystem for unmanned aerial vehicles (UAVs). Designed by researchers for researchers, it is built to lower the barrier to entry to UAV research and accelerate the transition from simulation to hardware experiments by maintaining a lean (not full-featured), well-documented, and modular codebase. This publication builds on previous treatments and describes significant additions to the architecture that improve the modularity and usability of ROSflight, including the transition from ROS 1 to ROS 2, supported hardware, low-level actuator mixing, and the simulation environment. We believe that these changes improve the usability of ROSflight and enable ROSflight to accelerate research in areas like advanced-air mobility. Hardware results are provided, showing that ROSflight is able to control a multirotor over a serial connection at 400 Hz while closing all control loops on the companion computer.

cs.RO

ROSplane 2.0: A Fixed-Wing Autopilot for Research

Unmanned aerial vehicle (UAV) research requires the integration of cutting-edge technology into existing autopilot frameworks. This process can be arduous, requiring extensive resources, time, and detailed knowledge of the existing system. ROSplane is a lean, open-source fixed-wing autonomy stack built by researchers for researchers. It is designed to accelerate research by providing clearly defined interfaces with an easily modifiable framework. Built around ROS 2, ROSplane allows for rapid integration of low or high-level control, path planning, or estimation algorithms. A focus on lean, easily-understood code and extensive documentation lowers the barrier to entry for researchers. Recent developments to ROSplane improve its capacity to accelerate UAV research, including the transition from ROS 1 to ROS 2, enhanced estimation and control algorithms, increased modularity, and an improved aerodynamic modeling pipeline. This aerodynamic modeling pipeline significantly reduces the effort of transitioning from simulation to real-world testing without requiring costly system identification or computational fluid dynamics tools. ROSplane's architecture reduces the effort required to integrate new research tools and methods, expediting hardware experimentation.

cs.RO

ROScopter: A Multirotor Autopilot based on ROSflight 2.0

ROScopter is a lean multirotor autopilot built for researchers. ROScopter seeks to accelerate simulation and hardware testing of research code with an architecture that is both easy to understand and simple to modify. ROScopter is designed to interface with ROSflight 2.0 and runs entirely on an onboard flight computer, leveraging the features of ROS 2 to improve modularity. This work describes the architecture of ROScopter and how it can be used to test application code in both simulated and hardware environments. Hardware results of the default ROScopter behavior are presented, showing that ROScopter achieves similar performance to another state-of-the-art autopilot for basic waypoint-following maneuvers, but with a significantly reduced and more modular code-base.

cs.RO

Mobile-O: Unified Multimodal Understanding and Generation on Mobile Device

Unified multimodal models can both understand and generate visual content within a single architecture. Existing models, however, remain data-hungry and too heavy for deployment on edge devices. We present Mobile-O, a compact vision-language-diffusion model that brings unified multimodal intelligence to a mobile device. Its core module, the Mobile Conditioning Projector (MCP), fuses vision-language features with a diffusion generator using depthwise-separable convolutions and layerwise alignment. This design enables efficient cross-modal conditioning with minimal computational cost. Trained on only a few million samples and post-trained in a novel quadruplet format (generation prompt, image, question, answer), Mobile-O jointly enhances both visual understanding and generation capabilities. Despite its efficiency, Mobile-O attains competitive or superior performance compared to other unified models, achieving 74% on GenEval and outperforming Show-O and JanusFlow by 5% and 11%, while running 6x and 11x faster, respectively. For visual understanding, Mobile-O surpasses them by 15.3% and 5.1% averaged across seven benchmarks. Running in only ~3s per 512x512 image on an iPhone, Mobile-O establishes the first practical framework for real-time unified multimodal understanding and generation on edge devices. We hope Mobile-O will ease future research in real-time unified multimodal intelligence running entirely on-device with no cloud dependency. Our code, models, datasets, and mobile application are publicly available at https://amshaker.github.io/Mobile-O/

cs.CV

Order from Chaos: Physical World Understanding from Glitchy Gameplay Videos

Understanding the physical world, including object dynamics, material properties, and causal interactions, remains a core challenge in artificial intelligence. Although recent multi-modal large language models (MLLMs) have demonstrated impressive general reasoning capabilities, they still fall short of achieving human-level understanding of physical principles. Existing datasets for physical reasoning either rely on real-world videos, which incur high annotation costs, or on synthetic simulations, which suffer from limited realism and diversity. In this paper, we propose a novel paradigm that leverages glitches in gameplay videos, referring to visual anomalies that violate predefined physical laws, as a rich and scalable supervision source for physical world understanding. We introduce PhysGame, an meta information guided instruction-tuning dataset containing 140,057 glitch-centric question-answer pairs across five physical domains and sixteen fine-grained categories. To ensure data accuracy, we design a prompting strategy that utilizes gameplay metadata such as titles and descriptions to guide high-quality QA generation. Complementing PhysGame, we construct GameBench, an expert-annotated benchmark with 880 glitch-identified gameplay videos designed to evaluate physical reasoning capabilities. Extensive experiments show that PhysGame significantly enhances both Game2Real transferability, improving the real world physical reasoning performance of Qwen2.5VL by 2.5% on PhysBench, and Game2General transferability, yielding a 1.9% gain on the MVBench benchmark. Moreover, PhysGame-tuned models achieve a 3.7% absolute improvement on GameBench, demonstrating enhanced robustness in detecting physical implausibilities. These results indicate that learning from gameplay anomalies offers a scalable and effective pathway toward advancing physical world understanding in multimodal intelligence.

cs.CV

Ground-R1: Incentivizing Grounded Visual Reasoning via Reinforcement Learning

Large Vision-Language Models (LVLMs) have become powerful general-purpose assistants, yet their predictions often lack reliability and interpretability due to insufficient grounding in visual evidence. The emerging thinking-with-images paradigm seeks to address this issue by explicitly anchoring reasoning to image regions. However, we empirically find that most existing methods suffer from a systematic scale-driven bias in optimization, where training rewards are dominated by large visual regions, suppressing learning from small but semantically critical evidence and leading to spurious grounding at inference time. To address this limitation, we propose Ground-R1, a de-biased thinking-with-images framework trained via a novel Scale Relative Policy Optimization (SRPO) objective that replaces standard GRPO. Specifically, our SRPO recalibrates reward learning across evidence regions of different sizes through scale-aware binning and intra-/inter-bin comparisons, enabling balanced credit assignment during training. Experimental results on general LVLM, high-resolution, and visual grounding benchmarks validate the effectiveness of Ground-R1 and show that SRPO yields consistent gains over standard GRPO in both response accuracy and evidence grounding.

cs.CV