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Xuelong Li

Publications and source records attributed to Xuelong Li.

At least 37 records · Page 2Linked to original sources

SMART: Zero-Shot Sim-to-Real Articulated Object Manipulation via Large-Scale Synthetic Pretraining

The ability to interact with articulated objects is essential for embodied intelligent systems, but collecting large-scale real-world demonstrations for these interactions remains challenging due to the precise contact and constraint-following motions involved. Although simulation provides a promising alternative, existing synthetic data efforts cover limited articulated-object categories, while general-purpose synthesis pipelines lack explicit designs for part-level semantics and articulation constraints, hindering agentic task generation and scalable synthesis of high-quality articulated-manipulation demonstrations. To bridge this gap, we introduce SMART, a scalable system leveraging large-scale Synthesized Manipulation demonstrations for ARTiculated-object manipulation. At its core, we develop SMART-Sim, a simulation platform with articulation-aware design that enables effective task generation and efficient demonstration collection. Building on SMART-Sim, we apply agentic task generation and design a scalable distributed synthesis system, using them to synthesize SMART-Data, comprising over 1M demonstrations across 44 atomic task types, 5 robot setups, and 2,507 articulated objects. The vision-language-action (VLA) model pretrained on SMART-Data shows competitive performance on simulation benchmarks and achieves zero-shot sim-to-real transfer and scalable performance in real-world articulated-object manipulation tasks. This highlights the potential of synthetic demonstrations in providing effective and scalable supervision for improving VLA model performance in contact-rich articulated-object manipulation.

cs.RO↗

Perturbation-Regularized Open-Vocabulary Remote Sensing Segmentation with Unified Multi-Domain Evaluation

Open-vocabulary remote sensing image segmentation (OVRSIS) aims to segment text-specified categories beyond a fixed label space. Its key challenge is to maintain reliable pixel--text correspondence under substantial appearance variation in remote-sensing imagery. Existing methods often rely on specialized vision--language representations or complex adaptation mechanisms, yet still perform deterministic matching between fixed text prototypes and individual visual features. We instead formulate OVRSIS as a \emph{distributional pixel--text alignment} problem and propose \textbf{Pi-Seg}, a lightweight perturbation-based framework. Pi-Seg introduces learnable variations into textual prototypes and dense visual features before alignment. Segmentation supervision encourages perturbations that enlarge the target-to-distractor margin while suppressing harmful feature shifts. Pi-Seg consistently improves performance under the existing \textit{single-source} OVRSISBench protocols. To evaluate OVRSIS beyond source-specific training settings, we further introduce a unified \textit{multi-source} protocol and construct \textbf{GlobalRSOV95K}, containing approximately 95K densely annotated images and 35 semantic categories. Models are trained on this shared dataset and evaluated on an image-disjoint suite of 10 downstream datasets. The complete benchmark covers more than 170K images and 122 categories. Experiments under both single-source and multi-source protocols show that Pi-Seg improves cross-dataset transfer and generalizes effectively to practical geospatial segmentation tasks, while GlobalRSOV95K provides a common foundation for transferable OVRSIS research. \footnote{\url{https://github.com/LiBingyu01/Pi-Seg}}

cs.CV↗

DistScene: Object-to-Scene Distillation for 3D Scene Generation

We present DistScene, a framework for single-image compositional 3D scene generation by jointly modeling the environment and individual objects. Unlike existing methods that represent scenes primarily as collections of objects, we model the environment as an explicit scene component to provide geometric context for object placement. Specifically, we introduce Scene-Frame Generation, which jointly generates separate environment and object components in a shared coordinate frame, allowing their geometry and relative placement to be learned together. Then we introduce Object-Centric Refinement to refine each object in a local frame with scene context. Finally, we develop Object-to-Scene Distillation to transfer pretrained object-generation priors to scene generation through automatically composed and rendered synthetic scenes. Evaluations on indoor and outdoor benchmarks demonstrate improved scene-level spatial coherence over the evaluated baselines. Project page: https://coolbeam.github.io/DistScene/

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MixVLA: Adaptive Mixing of Non-Invariant Information for Generalizable Vision-Language-Action Models

Vision-Language-Action (VLA) models have achieved remarkable advances in robotic manipulation, yet their zero-shot generalization under out-of-distribution (OOD) conditions remains limited. These models often entangle task-relevant invariant structure with environment-specific non-invariant factors, causing policies to rely on spurious appearance cues during action prediction. In this work, we propose \textbf{MixVLA}, a model-agnostic training framework that improves the generalization of VLA models without requiring additional OOD data or architectural modifications. The key component of MixVLA is \textbf{Adaptive Mixing of Non-Invariant Information (AMI)}. AMI stochastically mixes non-invariant representations to regularize distribution-specific variability while preserving complementary predictive cues. The mixed non-invariant features are then fused with invariant representations for final action prediction, resulting in improved robustness without sacrificing policy expressiveness. Extensive experiments across challenging manipulation settings, including LIBERO, LIBERO-Plus, the RoboTwin perturbation suite, and real-world tasks, demonstrate that MixVLA improves overall zero-shot robustness while retaining strong in-domain performance.

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Exact Second-Order Asymptotics for Covert Communication over DMCs with Variational Distance Constraints

We determine the exact second-order asymptotics of covert communication over binary-input discrete memoryless channels when covertness is measured by variational distance. Previous work by Tahmasbi and Bloch [IEEE Trans. Inf. Theory, Apr. 2019] characterized the first-order asymptotics and derived achievability and converse bounds on the second-order term, but these bounds do not match. The gap arises from an additional penalty of order n^{1/4} in the achievability bound. We show that this penalty can be removed through a sharper analysis of the distribution of the warden's output induced by pulse-position modulation. Specifically, we express the variational distance through the Bhattacharyya coefficient of two distributions and the expectation of a continuous function of the log-likelihood ratio. Because the resulting expectation involves a continuous function rather than the probability of a likelihood-ratio event, an analysis of the characteristic function combined with a Gaussian smoothing argument reduces the approximation error from O(n^{-1/4}) (derived from the Berry--Esseen bound in prior work) to O(n^{-1/2}). With this better controlled approximation error, we manage to derive a matching achievability result to the existing converse result, thus establishing the exact second-order asymptotics.

cs.IT↗

NEXUS: Perceptive Whole-Body Control for Terrain-Adaptive Teleoperation

Whole-body teleoperation requires a humanoid robot to reproduce a human operator's behavior even when their terrains differ. This demands that the robot perceive local terrain and adapt its posture and contacts accordingly, rather than copy the operator's motion frame by frame. However, paired motion data linking the same behaviors across flat ground and different terrains remain scarce, limiting supervision for learning terrain-adaptive control. To enable whole-body teleoperation across mismatched terrains, we introduce NEXUS, a perceptive whole-body control framework that combines human motion commands with onboard sensory feedback. We first develop a scalable terrain-aware adaptation algorithm that efficiently generates high-quality motion pairs across motions and terrains without per-motion or per-terrain tuning. Using a paired motion corpus totaling nearly 1,000 hours, we train a perceptive whole-body controller through teacher-student learning to reproduce commanded behaviors across terrains. Experiments demonstrate efficient, scalable generation of high-quality motion data and show that NEXUS combines broad behavioral coverage with terrain adaptability and tracking fidelity, outperforming existing whole-body controllers on the evaluated benchmarks. Zero-shot real-world deployment enables real-time whole-body teleoperation on diverse unseen terrains, further validating the generalization of our method. Project website: https://nexus-humanoid.github.io/

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Just Let Linear States Forget the Distant Past: Prefix Caching via Suffix Replay for Hybrid LLMs

Hybrid LLMs interleave full-attention layers with linear-attention layers to reduce long-context inference cost, but this structure complicates prefix caching. Full-attention KV caches are token-addressable, whereas linear-attention layers maintain recurrent states that cannot be rolled back to arbitrary prefix boundaries. Existing systems materialize recurrent-state checkpoints, restricting prefix reuse to checkpoint-aligned positions. We present SuffixReplay, the first prefix caching system that lets hybrid LLMs reuse cached prefixes at every cache-supported page boundary without materializing recurrent-state checkpoints. Our key insight is to just let linear states forget the distant past. Modern linear-attention mechanisms use recurrent decay and gating to attenuate the influence of old inputs. Therefore, instead of checkpointing every prefix boundary, SuffixReplay approximates the state at a matched boundary by replaying only a recent suffix of the layer's input hidden states, which we retain as anchors. At the algorithmic level, SuffixReplay combines layer-wise and token-wise anchor sparsity with a bounded replay budget to control storage, computation, and quality. At the system level, it uses an independently managed anchor sidecar and a pipelined replay path to overlap anchor movement and state reconstruction with the native serving pipeline. We evaluate SuffixReplay on three hybrid LLMs: OLMo-Hybrid-7B, Qwen3.5-4B, and Qwen3.6-27B-FP8. Across these models, SuffixReplay retains 91.4-100% of full-prefill quality on average across LongBench and RULER, while using only 0.36-0.51x the amortized per-token storage of SGLang's default 8192-token checkpoint cache. Integrated into SGLang, SuffixReplay reduces median TTFT by 15-70% on branching workloads, sustains 2.3-4.3x SGLang's throughput when the working set exceeds HBM, and matches SGLang on high-hit continuation traffic.

cs.AI↗

Information Capacity of Generative Video Compression: Quantifying the Rate-Compute Exchange at Identical Quality

Under the AI Flow framework, communication networks distribute intelligence across devices, edge servers, and clouds, and computation at the receiver becomes a resource that can substitute for transmitted bits. Generative video compression (GVC) embodies this exchange by sending compact tokens with ultra-low bitrate and letting a generative decoder synthesize the video, yet how much bandwidth savings a unit of decoder compute actually achieves has never been quantified. To fill this vacancy, we model reconstruction quality as a two-factor power law in data rate and decoder compute, which fits measured DISTS of two GVC decoders with a mean error below 3%, and define the information capacity (IC) as the negative logarithmic slope along an iso-quality contour, namely the fraction of rate saved per fractional increase in compute at identical quality. IC is dimensionless and unit-invariant, thus enabling an architecture-agnostic comparison. It forms a field over the operating plane, locating where additional denoising steps are worth their cost. Across five datasets, the 14B decoder trades more compute for fewer rate about ten times more efficiently than the 1.3B decoder. IC also varies significantly across datasets, indicating imbalanced performance on the rate-compute trade-off in GVC methods.

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Towards Reliable Underwater Diver-Robot Interaction: Gesture Design, Interaction Logic, and Real-World Evaluation

Underwater human--robot interaction requires gesture commands that are both easy for divers to use and reliable for robots to recognize. We investigate these aspects through a closed-loop diver--robot interaction framework integrating a compact seven-gesture vocabulary, lightweight landmark-based recognition, and command-level interaction logic. We evaluate the framework through a user study and underwater robot experiments in a laboratory tank and a swimming pool. The user study supported the reproducibility of the gestures after brief learning. Recognition analysis further showed that visual similarity was associated with gesture confusion, while intermediate poses during gesture formation introduced temporal ambiguity. Command-level processing mitigated the effects of transient recognition errors on robot execution, reducing unintended triggers and premature task interruptions. These findings show that reliable underwater gesture interaction depends on human usability, gesture recognizability, and execution reliability in underwater interaction.

cs.RO↗

AquaOrbit: Sim-to-Real Reinforcement Learning for Underwater Target Orbiting under Intermittent Visual Feedback

Intermittent visual loss disrupts target-relative feedback during underwater orbiting, making it difficult to maintain coordinated motion and reacquire a moving target. We present AquaOrbit, a reinforcement-learning controller with a recovery module for underwater target orbiting under interrupted visual feedback. During detection loss, the recovery module uses latched line-of-sight, roll, and depth references to support stabilization and target reacquisition. We train the controller in Isaac Sim with dynamics, observation, and vision-loss randomization. Evaluated without retraining in Gazebo/ROS2 under a different physics engine and perception perturbations, AquaOrbit completes 20/20 orbiting trials in each of the static- and moving-target conditions on an unseen variable-depth 3-D trajectory. In the moving-target condition, it reduces mean line-of-sight error by approximately 46% relative to a PID-based visual servoing controller with recovery while maintaining comparable path-tracking accuracy; removing the recovery module reduces completion to 9/20. Zero-shot physical deployment with fully onboard perception and control demonstrates elliptical, figure-eight, and variable-depth circular trajectories, including the latter two trajectory types absent from training. The robot maintains attitude stability during manual occlusions lasting up to 8s and reacquires the target within 2.5s in the reported attitude-induced field-of-view loss events.

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Odometry-Aided Real-Time Mapping for Underwater Robots Using Forward-Looking Sonar

Reliable perception is essential for underwater vehicles operating in complex environments, where light attenuation and scattering often degrade visibility and compromise optical sensing. Forward-looking sonar (FLS) offers an alternative by providing high-frame-rate acoustic imaging under poor optical conditions. However, real-time FLS mapping remains challenging due to unresolved target elevation, spatially non-uniform noise, and fragmented target boundaries, which hinder feature extraction and introduce geometric ambiguity during projection. To address these challenges, we propose a cascaded feature reconstruction pipeline combining fast Fourier transform (FFT)-based denoising, fast multiscale constant false alarm rate (MCFAR) detection, and gradient-adaptive boundary connection to extract geometric features from degraded sonar images with low latency. We integrate attitude-aware geometric projection with incremental occupancy accumulation to construct a depth-referenced 2.5D map for local mapping in confined underwater environments. The sonar's vertical position is referenced to an external sensor, while target elevation is assigned under an explicit geometric assumption rather than measured directly by FLS. Experiments in a 3 m X 5 m pool demonstrate centimeter-scale planar mapping accuracy, with a root-mean-square error (RMSE) below 3 cm across three sequences and an average processing time of 42.4 ms per frame.

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WOLF: World Model Guided LiDAR Exploration with Predictive Frontiers

LiDAR-based unmanned aerial vehicle (UAV) exploration builds maps by continually selecting where to observe next. However, decisions based on the measured map provide limited foresight into spatial continuations behind occlusions, leaving potentially informative directions unrecognized. We present WOLF, a world-model-guided framework that predicts future observations to enhance autonomous exploration. In the training stage, a recurrent world model learns observation dynamics from exploration trajectories, with recurrent memory retaining the spatial context needed to interpret partial observations across successive views. Building on this context, the model combines observation history with candidate motions during exploration to predict local occupancy and visibility. To guide further sensing, a predictive frontier generation mechanism then aligns and fuses these predictions using confidence, branch agreement, and observation quality to identify promising regions. The resulting predictive frontiers join measured ones to guide geometric viewpoint selection and trajectory generation, while new scans update subsequent predictions. In simulations, our method reduces mean terminal time by 10.9% relative to EPIC in Garage at comparable coverage and increases mean coverage from 42.12% to 98.35% in Tunnel. Real-world experiments further demonstrate onboard deployment of the learned model for online inference during physical flight.

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Search-to-World: Evaluation of 3D World Delivery from User Request through Web Search

Agentic systems can interpret user requests, search the live web, and use external tools, but their ability to transform retrieved web content into a usable 3D world has not been systematically evaluated. No established end-to-end pipeline or benchmark exists for this capability. We introduce Search-to-World, an end-to-end evaluation task covering request understanding, web visual-content retrieval, and 3D-world delivery. We define Observed Retrieval Rate (ORR) and World Delivery Rate (WDR) to distinguish observing relevant content from successfully delivering a request-aligned, perceptually acceptable world. We also present WorldSearcher, a reuse-then-reconstruction harness that connects existing search agents to world delivery: it first retrieves reusable 3D worlds and, when none are available, reconstructs a world from video. A structured recovery controller revises temporal grounding, replaces source videos, or reformulates queries after failure. Using WorldSearcher, we benchmark representative models on Search-to-World and study supervised fine-tuning (SFT) for recovery subagents. Results show that delivery depends on the underlying agentic model, and that relevant-content observation does not ensure world delivery. Jointly training recovery agents improves delivery success and action efficiency. Search-to-World makes agentic 3D-world delivery measurable, while WorldSearcher provides a practical evaluation harness with recovery capabilities.

cs.CV↗

CaLR: Causal Latent Revision for Robust Diffusion Reasoning

Autoregressive (AR) models suffer from local greediness, while diffusion language models (DLMs) often lack the strict causal structure required for reasoning. To combine the advantages and overcome the drawbacks of the dual, we propose Causal Latent Revision (CaLR), a framework that reformulates reasoning as constrained latent optimization. By adopting a causal topology matrix (CTM) from an expert model and implicit differentiation, CaLR performs gradient-guided ``thought revision" to enforce logical consistency, enabling dynamic self-correction of intermediate steps during parallel generation. Empirically, CaLR achieves SOTA DLM performance on complex benchmarks, surpassing strong AR baselines and demonstrating superior robustness in constrained tasks like Sudoku.

cs.AI↗

Compressive sensing inspired self-supervised single-pixel imaging

Single-pixel imaging (SPI) is a promising imaging modality with distinctive advantages in strongly perturbed environments. Existing SPI methods lack physical sparsity constraints and overlook the integration of local and global features, leading to severe noise vulnerability, structural distortions and blurred details. To address these limitations, we propose SISTA-Net, a compressive sensing-inspired self-supervised method for single-pixel imaging. SISTA-Net unfolds the Iterative Shrinkage-Thresholding Algorithm (ISTA) into an interpretable network consisting of a data fidelity module and a proximal mapping module. The fidelity module adopts a hybrid CNN-Visual State Space Model (VSSM) architecture to integrate local and global feature modeling, enhancing reconstruction integrity and fidelity. We leverage deep nonlinear networks as adaptive sparse transforms combined with a learnable soft-thresholding operator to impose explicit physical sparsity in the latent domain, enabling noise suppression and robustness to interference even at extremely low sampling rates. Extensive experiments on multiple simulation scenarios demonstrate that SISTA-Net outperforms state-of-the-art methods by 2.6 dB in PSNR. Real-world far-field underwater tests yield a 3.4 dB average PSNR improvement, validating its robust anti-interference capability.

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Uncertainty DMD: Restoring Diversity in Few-Step Autoregressive Video Distillation

Few-step distillation improves the efficiency of autoregressive (AR) video generation, but often causes diversity collapse: under the same prompt, different noise samples tend to produce highly similar videos with weakened motion dynamics. We analyze this degradation in Distribution Matching Distillation (DMD)-distilled AR video generators and find that, in the autoregressive setting, it takes the form of a structured uncertainty collapse: the mode-seeking bias of DMD maps different noise samples to nearly identical first chunks, and the deterministic AR cache then propagates this collapsed state to all subsequent chunks, turning a local loss of stochasticity at the rollout root into a global suppression of temporal variation. Based on this analysis, we propose Uncertainty DMD, a simple uncertainty-injection framework that restores stochasticity at two key stages of AR generation: a timestep perturbation for the first chunk to increase first-chunk diversity, and a stochastic cache-writing mechanism for later chunks to preserve uncertainty in autoregressive conditioning. The method requires no architectural changes and introduces only lightweight perturbation operations. The same perturbation mechanisms are used during both training and inference. Experiments show that Uncertainty DMD consistently improves diversity and motion dynamics while maintaining comparable per-sample visual quality.

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Uni-Inter: Unifying 3D Human Motion Synthesis Across Diverse Interaction Contexts

We present Uni-Inter, a unified framework for human motion generation that supports a wide range of interaction scenarios: including human-human, human-object, and human-scene-within a single, task-agnostic architecture. In contrast to existing methods that rely on task-specific designs and exhibit limited generalization, Uni-Inter introduces the Unified Interactive Volume (UIV), a volumetric representation that encodes heterogeneous interactive entities into a shared spatial field. This enables consistent relational reasoning and compound interaction modeling. Motion generation is formulated as joint-wise probabilistic prediction over the UIV, allowing the model to capture fine-grained spatial dependencies and produce coherent, context-aware behaviors. Experiments across three representative interaction tasks demonstrate that Uni-Inter achieves competitive performance and generalizes well to novel combinations of entities. These results suggest that unified modeling of compound interactions offers a promising direction for scalable motion synthesis in complex environments.

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TourPhysics: Bringing Physics to World Models for Exploration and Manipulation from a Single Image

Interactive visual world models must distinguish observation from physical intervention. Camera motion reveals new surfaces, whereas intervention changes object motion, contact, and deformation. Current video world models are largely driven by appearance priors and often lose physical or spatial consistency over long horizons. We present TourPhysics, an online framework initialized from a single image and a declarative physical configuration. TourPhysics extends PhysOmni, our ACM Multimedia 2026 work, from finite physics-grounded video synthesis to persistent exploration and manipulation. TourPhysics combines deterministic simulation with video generation while assigning separate roles to simulator state, geometric evidence, generator controls, and appearance memory. For each action, the simulator computes a finite physical and camera trajectory before the corresponding observation is generated. Accepted observations publish the terminal state and update the appearance memory and subsequent generator controls, while the committed state and simulator geometry remain fixed throughout synthesis and retry. We further separate the simulator geometry used for projection and visibility from the relative depth used to condition the generator. A reference-anchored memory retrieves accepted static appearance through geometric cross-view correspondence and incorporates it through a bounded residual that reverts to the native path when no valid correspondence exists. On simulator-defined camera tours and object manipulations, TourPhysics follows prescribed camera and object trajectories more closely than the evaluated baselines, preserves the input scene, and reduces appearance drift during long-horizon revisits.

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