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Srinath Sridhar

Publications and source records attributed to Srinath Sridhar.

At least 19 recordsLinked to original sources

UniWALM: Unified World Action Language Model for Embodied Robot Control

Motivated by the human ability to integrate experience across language, perception, and action, we introduce UniWALM, a unified world-action-language model that learns video, action, and language in a single shared representation, where each modality is both a conditioning signal and a supervision target. We ask: can jointly generating language enrich this shared representation, improving manipulation and supporting memory-dependent behavior? Unlike prior approaches that attach a reasoning or vision-language model to a video-action backbone and run them as distinct stages, UniWALM unifies all three modalities inside a single mixture-of-transformers backbone whose per-modality diffusion heads co-denoise synchronously, decoding subtask and textual memory in the same pass as action with no separate planning stage; the generated language is re-consumed on the next step, closing a language-as-memory loop without an external planner or memory bank. To keep the action stream reliable under this richer objective, we further introduce Flow Matching with Correction (FMC), a training objective that teaches recovery from perturbed action trajectories at no inference-time cost. UniWALM consistently improves over same-backbone baselines (e.g., FastWAM) on compositional pick-and-place (MolmoSpaces) and across the memory-dependent subset of RMBench, where it reaches 34.5% without any pretrained language or reasoning model and exceeds Mem-0's keyframe-equipped setup (28.5%) using only a single anchor frame. On a real-world Find-the-Item task, generating textual memory lifts success from 11.1% to 61.1%, while state-of-the-art VLAs stay at or below chance (<=33.3%).

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DefFlow: Goal-Conditioned Deformable Object Manipulation using 3D Point Flows

Manipulating deformable objects toward desired 3D configurations is a fundamental capability for robots operating in unstructured physical environments. However, as the range of possible initial and target configurations grows, goal-conditioned deformable manipulation requires a robot to infer increasingly diverse manipulation behaviors in addition to precise continuous actions. We introduce DefFlow, a framework for goal-conditioned manipulation of deformable objects toward a broad range of 3D configurations. DefFlow learns from demonstrations by jointly predicting the goal-conditioned 3D point flow of the robot and deformable object. We show that this formulation better captures both the manipulation decisions, such as when and where to grasp, release, or re-grasp, and the precise continuous motions required for goal reaching, rather than predicting only the robot flow. Across rope, granular-media, and cloth manipulation settings with diverse initial and target configurations, DefFlow substantially outperforms goal-conditioned action-prediction and robot-flow-only baselines on success rates and goal-distance metrics. We further demonstrate deployment of our framework on a real robot using real point-cloud observations and unseen goal configurations.

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OmniXRef: A Unified Framework for Multimodal Multi-Reference Video Editing

Creative intent in video editing can be expressed through text instructions (e.g., "remove the people"), image references (e.g., subject appearance), video references (e.g., camera movement), or a combination of the above. We introduce OmniXRef, a unified framework for multimodal multi-reference video editing that allows users to combine variable numbers of text, image, and video references to control diverse attributes of a source video. We first devise a unified input design with a reference-bank interface and introduce $R^2$-RoPE to support generalization to more references. Then our model, OmniXRef-Model, uses a single-stream diffusion transformer to jointly process the source video and multimodal context from an MLLM in an interleaved sequence. To address the scarcity of training data for video-reference editing, we construct OmniXRef-Data using synthesis pipelines for different editing tasks and combinations of references. We use curriculum learning to progressively increase task complexity and resolution. To support systematic evaluation of video as a control modality, we introduce OmniXRef-Bench, a benchmark for video-reference attribute transfer across Camera, Motion, Content, Style, and Visual Effects (VFX). Comprehensive evaluations show that our OmniXRef-Model outperforms task-specific baselines and commercial models.

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World-T3: Test-Time Training as Persistent Memory for Real-Time Video World Models

Recent advances in video world models have enabled plausible interactive environments, yet long-horizon generation places a fundamental demand on visual memory: the previously observed world must remain consistent as the model continues to generate. Existing autoregressive approaches often implicitly rely on the generative model itself to retain such information, leading to spatial memory decay beyond the active context. We introduce World-T3, a camera-controlled video world model with a test-time training memory that consolidates past observations into dedicated model parameters. To robustly update this memory, we propose a recursive least-squares rule that incrementally absorbs novel visual features via online pose-keyed memory updates. Our TTT memory reads out previously observed scene features from the fast-weight state by camera pose, enabling consistent generation with constant storage and per-step computation regardless of rollout length. To facilitate real-time interactive generation with this robust memory, we further distill the autoregressive model into a few-step generator via dual-teacher distribution matching. On a long-horizon revisit benchmark, World-T3 raises revisit PSNR from 13.52 to 18.31 dB and reduces absolute rotation error from 3.344 to 1.075 relative to the strongest baseline on both metrics, while sustaining 20.6 FPS at 1280 x 704 on a single NVIDIA B200 GPU.

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Sonic-AMG: Streaming Human Motion Generation from Spatial Audio

Modeling human reactions to spatial audio requires understanding both what is heard and where it comes from. Prior work generates motion offline from complete acoustic and spatial input sequences. Humans, however, react to sounds without knowing what they will hear next. We present Sonic-AMG, to our knowledge the first framework for streaming human motion generation from spatial audio. The model encodes acoustic content and body-relative source geometry as separate tokens. Conditioned on these tokens, a causal transformer with a flow head generates continuous motion latents, from which a causal decoder reconstructs motion segments. Standard teacher-forced training derives motion histories and body-relative source locations from ground-truth motion, whereas streaming inference relies on generated motion for both, resulting in a training-inference mismatch. To reduce this history discrepancy, we introduce rehearsal training, which combines full-sequence teacher-forced supervision with supervised prediction along short autoregressive self-rollouts. To keep spatial conditioning consistent with generated motion, we propose spatial feedback, which recomputes body-relative source locations from generated root poses during both rehearsal training and inference. On SAM, Sonic-AMG achieves state-of-the-art FID and R-precision. It further supports real-time online generation of coherent reactions across sound events and source locations. Project page: https://jingchengni.com/sonic-amg/.

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BRACE: Adapting Whole-Body References for Force and Terrain Aware Humanoid Motion Tracking

Whole-body tracking has become the interface through which operators drive humanoid robots, yet the references it consumes are recorded on level ground and carrying nothing, so the tracker is aware of neither the forces the robot must exchange with objects nor the terrain it must stand on. Existing controllers address one side of this gap: force-capable policies command an end-effector force but prescribe no whole-body pose, while terrain-adaptive trackers treat loads as disturbances to reject rather than wrenches to command. We present BRACE, a whole-body tracker that exerts and compensates commanded hand forces from diverse poses while following a flat-ground reference on sloped terrain. Rather than leaving the tracker to absorb the load and the slope, BRACE folds both into the reference it follows: terrain conformance lifts footholds and root onto the local surface, and a wrench transformation resolves the hand displacement that produces a force jointly with the center-of-mass and center- of-pressure shifts it induces, bounded by teacher-specific arm-effort limits. Separate exertion and compensation teachers are distilled by DAgger into one flow-matching student that runs on proprioception alone, without a height map or measured wrench, so a teleoperator (even in remote locations) can supply a flat- ground trajectory and the robot resolves slope and load onboard. We extensive experiments on the Unitree-G1 to demonstrate the ability of BRACE to exert, compensate force and handle diverse terrain in simulation and real robot experiments.

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Ms. Forcing: Efficient Streaming Video Generation with Multi-Scale Patchification and Attention

Streaming video diffusion models have made substantial progress toward interactive and dynamic world simulation, but the nested autoregressive and denoising loops of conventional next-frame generation hinder real-time deployment. Recent rolling-window methods pipeline denoising across multiple consecutive frames at different noise levels, improving throughput and long-horizon stability. However, they tokenize every state at the same fine spatial granularity, leaving substantial noise-dependent redundancy in the joint denoising window. We propose Ms.Forcing, an efficient streaming video generation paradigm that adapts spatial granularity to each state's noise level. Its Multi-Scale Patchification (MSP) assigns coarser patches to noisier states, reducing the active-window token count by 45%, while Multi-Scale Self-Attention (MSSA) matches the density of visible non-sink keys and values to each query scale to further reduce attention cost. Because both schedules are fixed by window position, Ms.Forcing retains a static, hardware-friendly computation graph. We further introduce Homogeneous-Noise-Level DMD (H-DMD), which assembles each fake video from clean predictions sharing the same source noise level, thereby reducing the mismatch between DMD training sequences and inference-time rollouts. The multi-scale design helps offset the additional training cost of backpropagating through overlapping windows. We include both quantitative and qualitative experiments to show that Ms.Forcing reaches 22.84 FPS on a single H200 GPU, 39.6% faster than Rolling Forcing, while significantly improving VBench scores in both short video and long video generation setting.

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Appearance Pointers -- Multimodal Region Control of Diffusion Transformers

Controllable image generation remains challenging for creative professionals, who often require precise regional control over materials, object identities, and spatial arrangements that cannot be reliably achieved through text prompting alone. Diffusion Transformers (DiTs) can natively ingest heterogeneous tokens stemming from texts and images, but they lack mechanisms for determining where and how these tokens should influence the output. We introduce appearance pointers, compact tokens that guide DiTs toward the correct appearance cues at the correct spatial locations by aligning text or image inputs with user-specified masks. Appearance pointers are produced by a region correspondence network and refined through a spatial aggregation mechanism, enabling the model to handle multiple regional descriptions without significantly increasing token load. Our approach introduces the first modality-agnostic interface for localized multimodal control in a DiT without retraining the base model from scratch. Across a range of metrics, our single model reaches or surpasses the performance of modality-specific state of the art methods, offering a simple and extensible path toward precise, region-aware, multimodal guidance in generative image synthesis.

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Deform360: A Massive Multi-view Visuotactile Dataset for Deformable World Models

Predicting object dynamics (i.e., world modeling) is a fundamental challenge for robotic manipulation, and modeling deformable objects presents a particularly difficult case due to their high-dimensional state spaces and complex material properties. While current world models approach this through two distinct paradigms: learning the dynamics over the 2D pixel space or more explicit 3D geometric space. A systematic understanding of their relative strengths and limitations remains elusive due to the lack of diverse, large-scale real-world data. To address this, we present Deform360, a large-scale visuotactile dataset featuring 198 daily-life objects, 1,980 interaction sequences, and over 215 hours of observations from 41 surround-view cameras and bimanual tactile grippers to capture both global motion and contact-induced local deformations. Leveraging a novel markerless visuotactile 3D tracking pipeline to extract dense geometry and motion, we systematically evaluate current state-of-the-art world models, comparing 2D video models against 3D particle models. Finally, we provide a preliminary demonstration indicating the real-world applicability of our dataset by performing robot planning tasks on deformable objects. Our analysis reveals key insights into the trade-offs between structural priors and scalability, providing a solid benchmark for future research in generalizable deformable object-centric world modeling. Project website: https://deform360.lhy.xyz

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Hestia: Voxel-Face-Aware Hierarchical Next-Best-View Acquisition for Efficient 3D Reconstruction

Advances in 3D reconstruction and novel view synthesis have enabled efficient and photorealistic rendering. However, images for reconstruction are still either largely manual or constrained by simple preplanned trajectories. To address this issue, recent works propose generalizable next-best-view planners that do not require online learning. Nevertheless, robustness and performance remain limited across various shapes. Hence, this study introduces Voxel-Face-Aware Hierarchical Next-Best-View Acquisition for Efficient 3D Reconstruction (Hestia), which addresses the shortcomings of the reinforcement learning-based generalizable approaches for five-degree-of-freedom viewpoint prediction. Hestia systematically improves the planners through four components: a more diverse dataset to promote robustness, a hierarchical structure to manage the high-dimensional continuous action search space, a close-greedy strategy to mitigate spurious correlations, and a face-aware design to avoid overlooking geometry. Experimental results show that Hestia achieves non-marginal improvements, with at least a 4% gain in coverage ratio, while reducing Chamfer Distance by 50% and maintaining real-time inference. In addition, Hestia outperforms prior methods by at least 12% in coverage ratio with a 5-image budget and remains robust to object placement variations. Finally, we demonstrate that Hestia, as a next-best-view planner, is feasible for the real-world application. Our project page is https://johnnylu305.github.io/hestia web.

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Turbo-GS: Accelerating 3D Gaussian Fitting for High-Quality Radiance Fields

Novel-view synthesis plays a crucial role in computer vision with applications in 3D reconstruction, mixed reality, and robotics. Recent approaches, such as 3D Gaussian Splatting (3DGS), have emerged as state-of-the-art solutions, offering high-quality novel view synthesis in real time. However, training 3DGS models remains slow, particularly for high-resolution images, often requiring hours to fit a scene with 200 views. In this work, we aim to accelerate the fitting process by reducing computational overhead and improving learning efficiency. Specifically, we introduce a dilated rendering technique that renders only a subset of pixels instead of the full image, significantly reducing computational costs. To enhance learning efficiency, we develop a convergence-aware budget control mechanism that balances the addition of new Gaussians with the optimization of existing ones. Additionally, to improve densification efficiency and prevent gradient vanishing, we incorporate both positional and appearance errors to improve the effectiveness of densification. With these improvements, we achieve fast 4K-resolution fitting while maintaining, or even improving, novel view rendering quality. Extensive experiments demonstrate that our method achieves significantly faster optimization than existing approaches while preserving high rendering fidelity.

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Art3D: Training-Free 3D Generation from Flat-Colored Illustration

Large-scale pre-trained image-to-3D generative models have exhibited remarkable capabilities in diverse shape generations. However, most of them struggle to synthesize plausible 3D assets when the reference image is flat-colored like hand drawings due to the lack of 3D illusion, which are often the most user-friendly input modalities in art content creation. To this end, we propose Art3D, a training-free method that can lift flat-colored 2D designs into 3D. By leveraging structural and semantic features with pre-trained 2D image generation models and a VLM-based realism evaluation, Art3D successfully enhances the three-dimensional illusion in reference images, thus simplifying the process of generating 3D from 2D, and proves adaptable to a wide range of painting styles. To benchmark the generalization performance of existing image-to-3D models on flat-colored images without 3D feeling, we collect a new dataset, Flat-2D, with over 100 samples. Experimental results demonstrate the performance and robustness of Art3D, exhibiting superior generalizable capacity and promising practical applicability. Our source code and dataset will be publicly available on our project page: https://joy-jy11.github.io/ .

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DyTact: Capturing Dynamic Contacts in Hand-Object Manipulation

Reconstructing dynamic hand-object contacts is essential for realistic manipulation in AI character animation, XR, and robotics, yet it remains challenging due to heavy occlusions, complex surface details, and limitations in existing capture techniques. In this paper, we introduce DyTact, a markerless capture method for accurately capturing dynamic contact in hand-object manipulations in a non-intrusive manner. Our approach leverages a dynamic, articulated representation based on 2D Gaussian surfels to model complex manipulations. By binding these surfels to MANO meshes, DyTact harnesses the inductive bias of template models to stabilize and accelerate optimization. A refinement module addresses time-dependent high-frequency deformations, while a contact-guided adaptive sampling strategy selectively increases surfel density in contact regions to handle heavy occlusion. Extensive experiments demonstrate that DyTact not only achieves state-of-the-art dynamic contact estimation accuracy but also significantly improves novel view synthesis quality, all while operating with fast optimization and efficient memory usage. Project Page: https://oliver-cong02.github.io/DyTact.github.io/ .

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GenHSI: Controllable Generation of Human-Scene Interaction Videos

Large-scale pre-trained video diffusion models have exhibited remarkable capabilities in diverse video generation. However, existing solutions face several challenges in generating long videos with rich human-scene interactions (HSI), including unrealistic dynamics and affordance, lack of subject identity preservation, and the need for expensive training. To this end, we propose GenHSI, a training-free method for controllable generation of long HSI videos with 3D awareness. Taking inspiration from movie animation, we subdivide the video synthesis into three stages: (1) script writing, (2) pre-visualization, and (3) animation. Given an image of a scene and a character with a user description, we use these three stages to generate long videos that preserve human identity and provide rich and plausible HSI. Script writing converts a complex text prompt involving a chain of HSI into simple atomic actions that are used in the pre-visualization stage to generate 3D keyframes. To synthesize plausible human interaction poses in 3D keyframes, we utilize pre-trained 2D inpainting diffusion models to generate plausible 2D human interactions based on view canonicalization, which eliminates the need for multi-view fitting in previous works. We then extend these interactions to 3D using robust iterative optimization, informed by contact cues and reasoning from VLMs. Prompted by these 3D keyframes, the pretrained video diffusion models can better generate consistent long videos with plausible dynamics and affordance in a 3D-aware manner. We are the first to synthesize a long video sequence with a chain of HSI actions without training based on the image references of the scene and character. Experiments demonstrate that our method can generate HSI videos that effectively preserve scene content and character identity with plausible human-scene interaction from a single image scene.

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LLaMo: Scaling Pretrained Language Models for Unified Motion Understanding and Generation with Continuous Autoregressive Tokens

Recent progress in large models has led to significant advances in unified multimodal generation and understanding. However, the development of models that unify motion-language generation and understanding remains largely underexplored. Existing approaches often fine-tune large language models (LLMs) on paired motion-text data, which can result in catastrophic forgetting of linguistic capabilities due to the limited scale of available text-motion pairs. Furthermore, prior methods typically convert motion into discrete representations via quantization to integrate with language models, introducing substantial jitter artifacts from discrete tokenization. To address these challenges, we propose LLaMo, a unified framework that extends pretrained LLMs through a modality-specific Mixture-of-Transformers (MoT) architecture. This design inherently preserves the language understanding of the base model while enabling scalable multimodal adaptation. We encode human motion into a causal continuous latent space and maintain the next-token prediction paradigm in the decoder-only backbone through a lightweight flow-matching head, allowing for streaming motion generation in real-time (>30 FPS). Leveraging the comprehensive language understanding of pretrained LLMs and large-scale motion-text pretraining, our experiments demonstrate that LLaMo achieves high-fidelity text-to-motion generation and motion-to-text captioning in general settings, especially zero-shot motion generation, marking a significant step towards a general unified motion-language large model.

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DreamControl-v2: Simpler and Scalable Autonomous Humanoid Skills via Trainable Guided Diffusion Priors

Developing robust autonomous loco-manipulation skills for humanoids remains an open problem in robotics. While RL has been applied successfully to legged locomotion, applying it to complex, interaction-rich manipulation tasks is harder given long-horizon planning challenges for manipulation. A recent approach along these lines is DreamControl, which addresses these issues by leveraging off-the-shelf human motion diffusion models as a generative prior to guide RL policies during training. In this paper, we investigate the impact of DreamControl's motion prior and propose an improved framework that trains a guided diffusion model directly in the humanoid robot's motion space, aggregating diverse human and robot datasets into a unified embodiment space. We demonstrate that our approach captures a wider range of skills due to the larger training data mixture and establishes a more automated pipeline by removing the need for manual filtering interventions. Furthermore, we show that scaling the generation of reference trajectories is important for achieving robust downstream RL policies. We validate our approach through extensive experiments in simulation and on a real Unitree-G1.

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UMO: Unified In-Context Learning Unlocks Motion Foundation Model Priors

Large-scale foundation models (LFMs) have recently made impressive progress in text-to-motion generation by learning strong generative priors from massive 3D human motion datasets and paired text descriptions. However, how to effectively and efficiently leverage such single-purpose motion LFMs, i.e., text-to-motion synthesis, in more diverse cross-modal and in-context motion generation downstream tasks remains largely unclear. Prior work typically adapts pretrained generative priors to individual downstream tasks in a task-specific manner. In contrast, our goal is to unlock such priors to support a broad spectrum of downstream motion generation tasks within a single unified framework. To bridge this gap, we present UMO, a simple yet general unified formulation that casts diverse downstream tasks into compositions of atomic per-frame operations, enabling in-context adaptation to unlock the generative priors of pretrained DiT-based motion LFMs. Specifically, UMO introduces three learnable frame-level meta-operation embeddings to specify per-frame intent and employs lightweight temporal fusion to inject in-context cues into the pretrained backbone, with negligible runtime overhead compared to the base model. With this design, UMO finetunes the pretrained model, originally limited to text-to-motion generation, to support diverse previously unsupported tasks, including temporal inpainting, text-guided motion editing, text-serialized geometric constraints, and multi-identity reaction generation. Experiments demonstrate that UMO consistently outperforms task-specific and training-free baselines across a wide range of benchmarks, despite using a single unified model. Code and model will be publicly available. Project Page: https://oliver-cong02.github.io/UMO.github.io/

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PackUV: Packed Gaussian UV Maps for 4D Volumetric Video

Volumetric videos offer immersive 4D experiences, but remain difficult to reconstruct, store, and stream at scale. Existing Gaussian Splatting based methods achieve high-quality reconstruction but break down on long sequences, temporal inconsistency, and fail under large motions and disocclusions. Moreover, their outputs are typically incompatible with conventional video coding pipelines, preventing practical applications. We introduce PackUV, a novel 4D Gaussian representation that maps all Gaussian attributes into a sequence of structured, multi-scale UV atlas, enabling compact, image-native storage. To fit this representation from multi-view videos, we propose PackUV-GS, a temporally consistent fitting method that directly optimizes Gaussian parameters in the UV domain. A flow-guided Gaussian labeling and video keyframing module identifies dynamic Gaussians, stabilizes static regions, and preserves temporal coherence even under large motions and disocclusions. The resulting UV atlas format is the first unified volumetric video representation compatible with standard video codecs (e.g., FFV1) without losing quality, enabling efficient streaming within existing multimedia infrastructure. To evaluate long-duration volumetric capture, we present PackUV-2B, the largest multi-view video dataset to date, featuring more than 50 synchronized cameras, substantial motion, and frequent disocclusions across 100 sequences and 2B (billion) frames. Extensive experiments demonstrate that our method surpasses existing baselines in rendering fidelity while scaling to sequences up to 30 minutes with consistent quality.

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