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Xiaofei Wei

Publications and source records attributed to Xiaofei Wei.

5 recordsLinked to original sources

TacPAC: Tactile Prediction and Real-Time Action Correction in World-Action Models for Contact-Rich Manipulation

World-action models guide action generation with predicted future observations, but vision-centric predictions miss the local contact cues that decide contact-rich manipulation. However, naively predicting future tactile observations as additional views recovers only a third of the achievable gain in our experiments. This gap reflects a timing mismatch: predictions precede execution, while tactile feedback arrives during it. We introduce TacPAC, which turns tactile prediction into real-time action correction. Once the base model has planned an action chunk, TacPAC caches the predicted contact that plan was conditioned on together with the plan's own representation, and a tactile expert reads each newly observed tactile image against that cache to correct the actions not yet executed. Feedback is thus interpreted against what the plan anticipated rather than in isolation, and one correction is a single pass over that cache, $20.7\times$ cheaper than regenerating the chunk. On five real-robot tasks spanning precision insertion, fragile-object handling, object reorientation, and long-horizon manipulation, TacPAC leads every task and raises the average from 22% for its vision-only base model to 64%. Code is available at https://github.com/LogosRoboticsGroup/TacPAC.

cs.RO

Inter-Reflective Gaussian Splatting for Robust and Efficient Inverse Rendering

Faithful inverse rendering requires visibility and indirect radiance to explain secondary illumination and inter-reflection, yet rasterization-oriented Gaussian representations do not naturally support the secondary-ray queries needed to recover them. We present IRGS++ (Inter-Reflective Gaussian Splatting), a unified robust and efficient Gaussian inverse rendering framework. During transport-aware optimization, IRGS++ employs differentiable 2D Gaussian ray tracing on surface-oriented Gaussian primitives to query visibility and indirect radiance on the fly and evaluate the full rendering equation for inter-reflective transport. This physical core makes Gaussian inverse rendering physically grounded beyond rasterized appearance modeling. To make this backbone useful beyond low-gloss dielectric scenes, the framework incorporates metallic-aware material modeling and robust reflective initialization for glossy, specular, and metallic materials. To make it practical, multiple importance sampling and denoising stabilize finite-sample rendering, while mesh-based secondary-attribute queries reduce the cost of relighting under novel illumination. Quantitative evaluations on low-gloss and glossy benchmarks show improved decomposition and relighting quality together with favorable quality--speed trade-offs under the reported configurations, while real-world studies illustrate plausible relighting under novel illumination.

cs.GR

NavOL: Navigation Policy with Online Imitation Learning

Learning robust navigation policies remains a core challenge in robotics. Offline imitation learning suffers from distribution shift and compounding errors at rollout, while reinforcement learning requires reward engineering and learns inefficiently. In this paper, we propose NavOL, an online imitation learning paradigm that interacts with a simulator and updates itself using expert demonstrations gathered online. Built upon a pretrained navigation diffusion policy that maps local observations to future waypoints, NavOL trains in a rollout update loop: during rollout, the policy acts in the simulator and queries a global planner which has privileged access to the global environment for the optimal path segment as ground truth trajectory labels; during update, the policy is trained on the online collected observation trajectory pairs. This online imitation loop removes the need for reward design, improves learning efficiency, and mitigates distribution shift by training on the policy own explored rollouts. Built on IsaacLab with fast, high-fidelity parallel rendering and domain randomization of camera pose and start-goal pairs, our system scales across 50 scenes on 8 RTX 4090 GPUs, collecting over 2,000 new trajectories per hour, each averaging more than 400 steps. We also introduce an indoor visual navigation benchmark with predefined start and goal positions for zero-shot generalization. Extensive evaluations on simulation benchmarks, including the NavDP benchmark and our proposed benchmark, as well as carefully designed real-world experiments, demonstrate the effectiveness of NavOL, showing consistent performance gains in online imitation learning.

cs.RO

TensoFlow: Tensorial Flow-based Sampler for Inverse Rendering

Inverse rendering aims to recover scene geometry, material properties, and lighting from multi-view images. Given the complexity of light-surface interactions, importance sampling is essential for the evaluation of the rendering equation, as it reduces variance and enhances the efficiency of Monte Carlo sampling. Existing inverse rendering methods typically use pre-defined non-learnable importance samplers in prior manually, struggling to effectively match the spatially and directionally varied integrand and resulting in high variance and suboptimal performance. To address this limitation, we propose the concept of learning a spatially and directionally aware importance sampler for the rendering equation to accurately and flexibly capture the unconstrained complexity of a typical scene. We further formulate TensoFlow, a generic approach for sampler learning in inverse rendering, enabling to closely match the integrand of the rendering equation spatially and directionally. Concretely, our sampler is parameterized by normalizing flows, allowing both directional sampling of incident light and probability density function (PDF) inference. To capture the characteristics of the sampler spatially, we learn a tensorial representation of the scene space, which imposes spatial conditions, together with reflected direction, leading to spatially and directionally aware sampling distributions. Our model can be optimized by minimizing the difference between the integrand and our normalizing flow. Extensive experiments validate the superiority of TensoFlow over prior alternatives on both synthetic and real-world benchmarks.

cs.CV

IRGS: Inter-Reflective Gaussian Splatting with 2D Gaussian Ray Tracing

In inverse rendering, accurately modeling visibility and indirect radiance for incident light is essential for capturing secondary effects. Due to the absence of a powerful Gaussian ray tracer, previous 3DGS-based methods have either adopted a simplified rendering equation or used learnable parameters to approximate incident light, resulting in inaccurate material and lighting estimations. To this end, we introduce inter-reflective Gaussian splatting (IRGS) for inverse rendering. To capture inter-reflection, we apply the full rendering equation without simplification and compute incident radiance on the fly using the proposed differentiable 2D Gaussian ray tracing. Additionally, we present an efficient optimization scheme to handle the computational demands of Monte Carlo sampling for rendering equation evaluation. Furthermore, we introduce a novel strategy for querying the indirect radiance of incident light when relighting the optimized scenes. Extensive experiments on multiple standard benchmarks validate the effectiveness of IRGS, demonstrating its capability to accurately model complex inter-reflection effects.

cs.CV