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Meida Chen

Publications and source records attributed to Meida Chen.

At least 19 recordsLinked to original sources

CuraEval: Evaluating Demonstration Curation on Mixed-Skill Robot Data

Robot imitation learning uses demonstrations from operators of varying skill, but selecting training data remains challenging. Existing methods score demonstrations using smoothness, diversity, or estimated influence on policy performance, but differences in selection and evaluation protocols make it difficult to determine whether they outperform simple baselines. We introduce \textbf{CuraEval}, a framework combining mathematical analysis of demonstration scores with controlled comparisons against fixed size-matched random subsets and full-data training on mixed-skill robomimic data using Diffusion Policy and BC-RNN. We show that the evaluated PSD score depends only on episode length and squared position magnitudes, and produces nearly the same ranking as episode length on \textit{square} ($ρ=0.999$). With Diffusion Policy, selecting the shortest 50\% of demonstrations improves \textit{square} success from 70.7\% under random selection to 76.5\%. Compared with random selection, our adapted geometric-entropy LOO selector reduces success at 25\% retention from 94.7\% to 74.0\% on \textit{can} and achieves 41.7\% on \textit{square}, below the mean success rates of all three independently sampled random subsets (59.8--62.5\%). On the same 3 \textit{square} Diffusion Policy training seeds, length-based selection at 75\% retention improves success over full-data training from 76.7\% to 86.7\% under the original protocol, but lowers it from 80.5\% to 79.5\% after checkpoint reporting, rollout count, and evaluation seed change jointly. No evaluated curated condition significantly outperforms full-data training after Holm correction, although confidence intervals still permit useful gains. Code is available at https://github.com/jiuyixu25/CuraEval.

cs.RO↗

Quantize by Doing: Task-Guided Mixed-Precision Quantization of Vision-Language-Action Models

Post-training quantization (PTQ) reduces the memory footprint of vision-language-action (VLA) models, but lowering bit widths while maintaining task performance remains challenging. Existing work has used sensitivity estimates from calibration data to assign bit widths to different model components. However, using task success directly to guide mixed-precision allocation is underexplored because closed-loop evaluations are costly and the effect of quantizing one component depends on the precision of other components. To this end, we propose \textbf{QbD-VLA}, a task-guided mixed-precision quantization method that uses task success from short closed-loop evaluations to assign weight and activation bit widths while accounting for interactions between model components. Experiments covering four VLA models and all four LIBERO suites show strong task performance at average precisions of approximately 4 bits for weights and fewer than 6 bits for activations. On SIMPLER, the gain over uniform quantization is small. On a Franka Research 3 robot arm, simulation-selected allocations show no detected success-rate loss on X-VLA but fail on $π_{0.5}$. These findings support using task success to guide mixed-precision VLA quantization, while highlighting the need for real-world evaluation before deployment. Code is available at \href{https://github.com/jiuyixu25/QbD-VLA}{\texttt{github.com/jiuyixu25/QbD-VLA}}.

cs.RO↗

World Models Dream of Success: Diagnosing and Repairing Failure Insensitivity in Robot World Models

Robot world models support policy evaluation, planning, and synthetic data generation, but these applications require predictions that distinguish successful actions from failures. Across four released checkpoints from two architecture families, we observe weak sensitivity to action changes and success-like predictions on verified failures. Although recent work incorporates failures into model training, which data can repair released checkpoints without changing their architecture or training objective still remains underexplored. To this end, we introduce CureWM, which constructs alternative actions from successful demonstrations across a severity grid, verifies their outcomes through execution in simulation or on hardware, and fine-tunes released models on the resulting failures and surviving successes alongside nominal demonstrations. This construction provides controlled action contrasts from shared starting contexts. On 484 held-out LIBERO failure counterfactuals, optimism falls from 80\% after fine-tuning on the official data to 30--43\% across four independently fine-tuned CureWM models (38\% mean). In two separate evaluations on a physical robot arm, failure predictions scored as success-like by a latent-distance diagnostic decrease from 90\% after fine-tuning on successful demonstrations alone to 33\% with CureWM. With failure counts per task, successful replay data, and training budget matched, counterfactual failures yield a success--failure value gap of 0.124, compared with 0.014 for freshly collected on-policy failures. These findings support execution-verified counterfactual replay for post-hoc repair and show why reduced optimism must be evaluated alongside success--failure discrimination. Code is available at https://github.com/jiuyixu25/CureWM.

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VLAQuantBench: Closed-Loop Evaluation of Post-Training Quantization for Vision-Language-Action Models

Post-training quantization reduces the memory requirements of vision-language-action (VLA) models, but precision selection must account for the interaction between layer scope, numerical format, and calibration. We introduce \textbf{VLAQuantBench}, a controlled evaluation with 409 runs and 94,574 simulation episodes: four models on LIBERO, with X-VLA additionally evaluated on three simulation benchmark families. Under uncalibrated W4A4 round-to-nearest quantization, expanding a $π_{0.5}$ action-head subset from 126 to 167 layers raises success from 7.0\% to 70.5\%. Fixed-observation replay confirms a corresponding numerical recovery. Two-episode calibration removes the severe joint failures in the tested subsets, whereas the same smoothing-and-clipping recipe lowers $π_0$ success and does not recover OpenVLA-OFT end-to-end. For OpenVLA-OFT, protecting one 28,672-parameter output projection instead restores near-baseline success: the remaining 441 eligible linear layers retain W3 on LIBERO-Long or eight-bit activations across all four suites. Task-clustered intervals support the large failure and recovery contrasts. These results establish recipe-dependent interactions and identify concrete precision assignments, rather than universal layer-sensitivity rules. Real-kernel and physical-robot measurements complement the accuracy analysis. Code, configurations, and episode records are publicly available at https://github.com/jiuyixu25/VLAQuantBench.

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Predict Before You Deploy: Offline Prediction of Quantization-Induced Task Degradation for World Action Models

World action models (WAMs) rely on video-generation backbones, requiring substantial memory and compute for deployment. Post-training quantization reduces memory and can accelerate inference, but bit width, grouping, and quantizer choice define a large configuration space. Identifying configurations that preserve task performance through exhaustive closed-loop evaluation is costly. We propose PreDE (Predict Before You Deploy), a policy-calibrated framework for predicting quantization-induced task degradation from offline action deviations. Using closed-loop outcomes from a small development set, PreDE calibrates two thresholds and accepts, rejects, or defers new configurations using a fixed observation log. Under a within-setting label-ordering hypothesis, the rule issues decisions where all thresholds consistent with the development labels agree. Across five WAMs and four benchmark settings, quantization produces configuration-dependent task losses that cannot be explained by bit width alone or a shared deviation threshold. Across 28 held-out configurations from two policies, PreDE issued 21 decisions before observing closed-loop outcomes (75% coverage), all matching the observed acceptable or degraded labels. Deferred candidates included both acceptable outcomes and a 33-percentage-point loss. In 450 Franka Research 3 trials across two independently fine-tuned policies, all configurations assigned to high-deviation groups before testing showed significant degradation, while low-deviation comparisons showed no statistically significant degradation. On the real robot, W4A4 achieved a 1.37x action-query speedup and approximately 44% lower peak memory. These results support policy-specific behavioral calibration for quantization configuration selection while identifying candidates that require closed-loop evaluation. The code is available at https://github.com/jiuyixu25/PreDE.

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NanoGS: Training-Free Gaussian Splat Simplification

3D Gaussian Splat (3DGS) enables high-fidelity, real-time novel view synthesis by representing scenes with large sets of anisotropic primitives, but often requires millions of Splats, incurring significant storage and transmission costs. Most existing compression methods rely on GPU-intensive post-training optimization with calibrated images, limiting practical deployment. We introduce \textbf{NanoGS}, a training-free and lightweight framework for Gaussian Splat simplification. Instead of relying on image-based rendering supervision, NanoGS formulates simplification as local pairwise merging over a sparse spatial graph. The method approximates a pair of Gaussians with a single primitive using mass preserved moment matching and evaluates merge quality through a principled merge cost between the original mixture and its approximation. By restricting merge candidates to local neighborhoods and selecting compatible pairs efficiently, NanoGS produces compact Gaussian representations while preserving scene structure and appearance. NanoGS operates directly on existing Gaussian Splat models, runs efficiently on CPU, and preserves the standard 3DGS parameterization, enabling seamless integration with existing rendering pipelines. Experiments demonstrate that NanoGS substantially reduces primitive count while maintaining high rendering fidelity, providing an efficient and practical solution for Gaussian Splat simplification. Our project website is available at \href{https://saliteta.github.io/NanoGS/}{https://saliteta.github.io/NanoGS/}.

cs.CV↗

LTM: Large-scale Terrain Model for Wildfire-prone Landscapes

Accurate 3D terrain maps are essential for emergency response when assessing wildfire hazards. However, wildfire-prone regions often span vast areas where conventional reconstruction methods underperform. Airborne LiDAR systems provide high-resolution terrain data, but they are expensive and infrequently updated. Image-based methods offer a lower-cost alternative, but struggle due to sparse visual features and limited image overlap. We propose a multi-modal reconstruction framework leveraging outdated Digital Elevation Models (DEMs) as geometric priors for image-based 3D reconstruction. Our key innovation is physics-based pixel-pixel alignment between images and DEM data, dramatically reducing computational complexity by eliminating expensive feature matching procedures. To validate our approach, we developed a large-terrain simulator based on a real wildfire-prone area, generating realistic images enabling a comprehensive evaluation. Given posed images and legacy DEMs, our method produces high-fidelity depth maps while maintaining real-time performance. We find significant improvements in reconstruction accuracy and computational efficiency over existing techniques, offering a scalable solution for wildfire response.

cs.CV↗

LowDiff: Efficient Diffusion Sampling with Low-Resolution Condition

Diffusion models have achieved remarkable success in image generation but their practical application is often hindered by the slow sampling speed. Prior efforts of improving efficiency primarily focus on compressing models or reducing the total number of denoising steps, largely neglecting the possibility to leverage multiple input resolutions in the generation process. In this work, we propose LowDiff, a novel and efficient diffusion framework based on a cascaded approach by generating increasingly higher resolution outputs. Besides, LowDiff employs a unified model to progressively refine images from low resolution to the desired resolution. With the proposed architecture design and generation techniques, we achieve comparable or even superior performance with much fewer high-resolution sampling steps. LowDiff is applicable to diffusion models in both pixel space and latent space. Extensive experiments on both conditional and unconditional generation tasks across CIFAR-10, FFHQ and ImageNet demonstrate the effectiveness and generality of our method. Results show over 50% throughput improvement across all datasets and settings while maintaining comparable or better quality. On unconditional CIFAR-10, LowDiff achieves an FID of 2.11 and IS of 9.87, while on conditional CIFAR-10, an FID of 1.94 and IS of 10.03. On FFHQ 64x64, LowDiff achieves an FID of 2.43, and on ImageNet 256x256, LowDiff built on LightningDiT-B/1 produces high-quality samples with a FID of 4.00 and an IS of 195.06, together with substantial efficiency gains.

cs.CV↗

Universal Beta Splatting

We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering. Our project website is available at https://rongliu-leo.github.io/universal-beta-splatting/.

cs.GR↗

Splat Feature Solver

Feature lifting has emerged as a crucial component in 3D scene understanding, enabling the attachment of rich image feature descriptors (e.g., DINO, CLIP) onto splat-based 3D representations. The core challenge lies in optimally assigning rich general attributes to 3D primitives while addressing the inconsistency issues from multi-view images. We present a unified, kernel- and feature-agnostic formulation of the feature lifting problem as a sparse linear inverse problem, which can be solved efficiently in closed form. Our approach admits a provable upper bound on the global optimal error under convex losses for delivering high quality lifted features. To address inconsistencies and noise in multi-view observations, we introduce two complementary regularization strategies to stabilize the solution and enhance semantic fidelity. Tikhonov Guidance enforces numerical stability through soft diagonal dominance, while Post-Lifting Aggregation filters noisy inputs via feature clustering. Extensive experiments demonstrate that our approach achieves state-of-the-art performance on open-vocabulary 3D segmentation benchmarks, outperforming training-based, grouping-based, and heuristic-forward baselines while producing lifted features in minutes. Our \textbf{code} is available in the \href{https://github.com/saliteta/splat-distiller/tree/main}{\textcolor{blue}{GitHub}}. We provide additional \href{https://splat-distiller.pages.dev/}{\textcolor{blue}{website}} for more visualization, as well as the \href{https://www.youtube.com/watch?v=CH-G5hbvArM}{\textcolor{blue}{video}}.

cs.CV↗

Descrip3D: Enhancing Large Language Model-based 3D Scene Understanding with Object-Level Text Descriptions

Understanding 3D scenes goes beyond simply recognizing objects; it requires reasoning about the spatial and semantic relationships between them. Current 3D scene-language models often struggle with this relational understanding, particularly when visual embeddings alone do not adequately convey the roles and interactions of objects. In this paper, we introduce Descrip3D, a novel and powerful framework that explicitly encodes the relationships between objects using natural language. Unlike previous methods that rely only on 2D and 3D embeddings, Descrip3D enhances each object with a textual description that captures both its intrinsic attributes and contextual relationships. These relational cues are incorporated into the model through a dual-level integration: embedding fusion and prompt-level injection. This allows for unified reasoning across various tasks such as grounding, captioning, and question answering, all without the need for task-specific heads or additional supervision. When evaluated on five benchmark datasets, including ScanRefer, Multi3DRefer, ScanQA, SQA3D, and Scan2Cap, Descrip3D consistently outperforms strong baseline models, demonstrating the effectiveness of language-guided relational representation for understanding complex indoor scenes. Our code and data are publicly available at https://github.com/jintangxue/Descrip3D.

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IDU: Incremental Dynamic Update of Existing 3D Virtual Environments with New Imagery Data

For simulation and training purposes, military organizations have made substantial investments in developing high-resolution 3D virtual environments through extensive imaging and 3D scanning. However, the dynamic nature of battlefield conditions-where objects may appear or vanish over time-makes frequent full-scale updates both time-consuming and costly. In response, we introduce the Incremental Dynamic Update (IDU) pipeline, which efficiently updates existing 3D reconstructions, such as 3D Gaussian Splatting (3DGS), with only a small set of newly acquired images. Our approach starts with camera pose estimation to align new images with the existing 3D model, followed by change detection to pinpoint modifications in the scene. A 3D generative AI model is then used to create high-quality 3D assets of the new elements, which are seamlessly integrated into the existing 3D model. The IDU pipeline incorporates human guidance to ensure high accuracy in object identification and placement, with each update focusing on a single new object at a time. Experimental results confirm that our proposed IDU pipeline significantly reduces update time and labor, offering a cost-effective and targeted solution for maintaining up-to-date 3D models in rapidly evolving military scenarios.

cs.CV↗

Deformable Beta Splatting

3D Gaussian Splatting (3DGS) has advanced radiance field reconstruction by enabling real-time rendering. However, its reliance on Gaussian kernels for geometry and low-order Spherical Harmonics (SH) for color encoding limits its ability to capture complex geometries and diverse colors. We introduce Deformable Beta Splatting (DBS), a deformable and compact approach that enhances both geometry and color representation. DBS replaces Gaussian kernels with deformable Beta Kernels, which offer bounded support and adaptive frequency control to capture fine geometric details with higher fidelity while achieving better memory efficiency. In addition, we extended the Beta Kernel to color encoding, which facilitates improved representation of diffuse and specular components, yielding superior results compared to SH-based methods. Furthermore, Unlike prior densification techniques that depend on Gaussian properties, we mathematically prove that adjusting regularized opacity alone ensures distribution-preserved Markov chain Monte Carlo (MCMC), independent of the splatting kernel type. Experimental results demonstrate that DBS achieves state-of-the-art visual quality while utilizing only 45% of the parameters and rendering 1.5x faster than 3DGS-MCMC, highlighting the superior performance of DBS for real-time radiance field rendering. Interactive demonstrations and source code are available on our project website: https://rongliu-leo.github.io/beta-splatting/.

cs.CV↗

SplatMAP: Online Dense Monocular SLAM with 3D Gaussian Splatting

Achieving high-fidelity 3D reconstruction from monocular video remains challenging due to the inherent limitations of traditional methods like Structure-from-Motion (SfM) and monocular SLAM in accurately capturing scene details. While differentiable rendering techniques such as Neural Radiance Fields (NeRF) address some of these challenges, their high computational costs make them unsuitable for real-time applications. Additionally, existing 3D Gaussian Splatting (3DGS) methods often focus on photometric consistency, neglecting geometric accuracy and failing to exploit SLAM's dynamic depth and pose updates for scene refinement. We propose a framework integrating dense SLAM with 3DGS for real-time, high-fidelity dense reconstruction. Our approach introduces SLAM-Informed Adaptive Densification, which dynamically updates and densifies the Gaussian model by leveraging dense point clouds from SLAM. Additionally, we incorporate Geometry-Guided Optimization, which combines edge-aware geometric constraints and photometric consistency to jointly optimize the appearance and geometry of the 3DGS scene representation, enabling detailed and accurate SLAM mapping reconstruction. Experiments on the Replica and TUM-RGBD datasets demonstrate the effectiveness of our approach, achieving state-of-the-art results among monocular systems. Specifically, our method achieves a PSNR of 36.864, SSIM of 0.985, and LPIPS of 0.040 on Replica, representing improvements of 10.7%, 6.4%, and 49.4%, respectively, over the previous SOTA. On TUM-RGBD, our method outperforms the closest baseline by 10.2%, 6.6%, and 34.7% in the same metrics. These results highlight the potential of our framework in bridging the gap between photometric and geometric dense 3D scene representations, paving the way for practical and efficient monocular dense reconstruction.

cs.CV↗

Open-Vocabulary High-Resolution 3D (OVHR3D) Data Segmentation and Annotation Framework

In the domain of the U.S. Army modeling and simulation, the availability of high quality annotated 3D data is pivotal to creating virtual environments for training and simulations. Traditional methodologies for 3D semantic and instance segmentation, such as KpConv, RandLA, Mask3D, etc., are designed to train on extensive labeled datasets to obtain satisfactory performance in practical tasks. This requirement presents a significant challenge, given the inherent scarcity of manually annotated 3D datasets, particularly for the military use cases. Recognizing this gap, our previous research leverages the One World Terrain data repository manually annotated databases, as showcased at IITSEC 2019 and 2021, to enrich the training dataset for deep learning models. However, collecting and annotating large scale 3D data for specific tasks remains costly and inefficient. To this end, the objective of this research is to design and develop a comprehensive and efficient framework for 3D segmentation tasks to assist in 3D data annotation. This framework integrates Grounding DINO and Segment anything Model, augmented by an enhancement in 2D image rendering via 3D mesh. Furthermore, the authors have also developed a user friendly interface that facilitates the 3D annotation process, offering intuitive visualization of rendered images and the 3D point cloud.

cs.CV↗

AtomGS: Atomizing Gaussian Splatting for High-Fidelity Radiance Field

3D Gaussian Splatting (3DGS) has recently advanced radiance field reconstruction by offering superior capabilities for novel view synthesis and real-time rendering speed. However, its strategy of blending optimization and adaptive density control might lead to sub-optimal results; it can sometimes yield noisy geometry and blurry artifacts due to prioritizing optimizing large Gaussians at the cost of adequately densifying smaller ones. To address this, we introduce AtomGS, consisting of Atomized Proliferation and Geometry-Guided Optimization. The Atomized Proliferation constrains ellipsoid Gaussians of various sizes into more uniform-sized Atom Gaussians. The strategy enhances the representation of areas with fine features by placing greater emphasis on densification in accordance with scene details. In addition, we proposed a Geometry-Guided Optimization approach that incorporates an Edge-Aware Normal Loss. This optimization method effectively smooths flat surfaces while preserving intricate details. Our evaluation shows that AtomGS outperforms existing state-of-the-art methods in rendering quality. Additionally, it achieves competitive accuracy in geometry reconstruction and offers a significant improvement in training speed over other SDF-based methods. More interactive demos can be found in our website (https://rongliu-leo.github.io/AtomGS/).

cs.CV↗

TokenMotion: Motion-Guided Vision Transformer for Video Camouflaged Object Detection Via Learnable Token Selection

The area of Video Camouflaged Object Detection (VCOD) presents unique challenges in the field of computer vision due to texture similarities between target objects and their surroundings, as well as irregular motion patterns caused by both objects and camera movement. In this paper, we introduce TokenMotion (TMNet), which employs a transformer-based model to enhance VCOD by extracting motion-guided features using a learnable token selection. Evaluated on the challenging MoCA-Mask dataset, TMNet achieves state-of-the-art performance in VCOD. It outperforms the existing state-of-the-art method by a 12.8% improvement in weighted F-measure, an 8.4% enhancement in S-measure, and a 10.7% boost in mean IoU. The results demonstrate the benefits of utilizing motion-guided features via learnable token selection within a transformer-based framework to tackle the intricate task of VCOD.

cs.CV↗

TransUPR: A Transformer-based Uncertain Point Refiner for LiDAR Point Cloud Semantic Segmentation

Common image-based LiDAR point cloud semantic segmentation (LiDAR PCSS) approaches have bottlenecks resulting from the boundary-blurring problem of convolution neural networks (CNNs) and quantitation loss of spherical projection. In this work, we propose a transformer-based plug-and-play uncertain point refiner, i.e., TransUPR, to refine selected uncertain points in a learnable manner, which leads to an improved segmentation performance. Uncertain points are sampled from coarse semantic segmentation results of 2D image segmentation where uncertain points are located close to the object boundaries in the 2D range image representation and 3D spherical projection background points. Following that, the geometry and coarse semantic features of uncertain points are aggregated by neighbor points in 3D space without adding expensive computation and memory footprint. Finally, the transformer-based refiner, which contains four stacked self-attention layers, along with an MLP module, is utilized for uncertain point classification on the concatenated features of self-attention layers. As the proposed refiner is independent of 2D CNNs, our TransUPR can be easily integrated into any existing image-based LiDAR PCSS approaches, e.g., CENet. Our TransUPR with the CENet achieves state-of-the-art performance, i.e., 68.2% mean Intersection over Union (mIoU) on the Semantic KITTI benchmark, which provides a performance improvement of 0.6% on the mIoU compared to the original CENet.

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