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Jan 6

SAGE: Bridging Semantic and Actionable Parts for GEneralizable Manipulation of Articulated Objects

To interact with daily-life articulated objects of diverse structures and functionalities, understanding the object parts plays a central role in both user instruction comprehension and task execution. However, the possible discordance between the semantic meaning and physics functionalities of the parts poses a challenge for designing a general system. To address this problem, we propose SAGE, a novel framework that bridges semantic and actionable parts of articulated objects to achieve generalizable manipulation under natural language instructions. More concretely, given an articulated object, we first observe all the semantic parts on it, conditioned on which an instruction interpreter proposes possible action programs that concretize the natural language instruction. Then, a part-grounding module maps the semantic parts into so-called Generalizable Actionable Parts (GAParts), which inherently carry information about part motion. End-effector trajectories are predicted on the GAParts, which, together with the action program, form an executable policy. Additionally, an interactive feedback module is incorporated to respond to failures, which closes the loop and increases the robustness of the overall framework. Key to the success of our framework is the joint proposal and knowledge fusion between a large vision-language model (VLM) and a small domain-specific model for both context comprehension and part perception, with the former providing general intuitions and the latter serving as expert facts. Both simulation and real-robot experiments show our effectiveness in handling a large variety of articulated objects with diverse language-instructed goals.

  • 6 authors
·
Dec 3, 2023

DriveAdapter: Breaking the Coupling Barrier of Perception and Planning in End-to-End Autonomous Driving

End-to-end autonomous driving aims to build a fully differentiable system that takes raw sensor data as inputs and directly outputs the planned trajectory or control signals of the ego vehicle. State-of-the-art methods usually follow the `Teacher-Student' paradigm. The Teacher model uses privileged information (ground-truth states of surrounding agents and map elements) to learn the driving strategy. The student model only has access to raw sensor data and conducts behavior cloning on the data collected by the teacher model. By eliminating the noise of the perception part during planning learning, state-of-the-art works could achieve better performance with significantly less data compared to those coupled ones. However, under the current Teacher-Student paradigm, the student model still needs to learn a planning head from scratch, which could be challenging due to the redundant and noisy nature of raw sensor inputs and the casual confusion issue of behavior cloning. In this work, we aim to explore the possibility of directly adopting the strong teacher model to conduct planning while letting the student model focus more on the perception part. We find that even equipped with a SOTA perception model, directly letting the student model learn the required inputs of the teacher model leads to poor driving performance, which comes from the large distribution gap between predicted privileged inputs and the ground-truth. To this end, we propose DriveAdapter, which employs adapters with the feature alignment objective function between the student (perception) and teacher (planning) modules. Additionally, since the pure learning-based teacher model itself is imperfect and occasionally breaks safety rules, we propose a method of action-guided feature learning with a mask for those imperfect teacher features to further inject the priors of hand-crafted rules into the learning process.

  • 6 authors
·
Aug 1, 2023

End-to-end Autonomous Driving with Semantic Depth Cloud Mapping and Multi-agent

Focusing on the task of point-to-point navigation for an autonomous driving vehicle, we propose a novel deep learning model trained with end-to-end and multi-task learning manners to perform both perception and control tasks simultaneously. The model is used to drive the ego vehicle safely by following a sequence of routes defined by the global planner. The perception part of the model is used to encode high-dimensional observation data provided by an RGBD camera while performing semantic segmentation, semantic depth cloud (SDC) mapping, and traffic light state and stop sign prediction. Then, the control part decodes the encoded features along with additional information provided by GPS and speedometer to predict waypoints that come with a latent feature space. Furthermore, two agents are employed to process these outputs and make a control policy that determines the level of steering, throttle, and brake as the final action. The model is evaluated on CARLA simulator with various scenarios made of normal-adversarial situations and different weathers to mimic real-world conditions. In addition, we do a comparative study with some recent models to justify the performance in multiple aspects of driving. Moreover, we also conduct an ablation study on SDC mapping and multi-agent to understand their roles and behavior. As a result, our model achieves the highest driving score even with fewer parameters and computation load. To support future studies, we share our codes at https://github.com/oskarnatan/end-to-end-driving.

  • 2 authors
·
Apr 11, 2022

Hi3DEval: Advancing 3D Generation Evaluation with Hierarchical Validity

Despite rapid advances in 3D content generation, quality assessment for the generated 3D assets remains challenging. Existing methods mainly rely on image-based metrics and operate solely at the object level, limiting their ability to capture spatial coherence, material authenticity, and high-fidelity local details. 1) To address these challenges, we introduce Hi3DEval, a hierarchical evaluation framework tailored for 3D generative content. It combines both object-level and part-level evaluation, enabling holistic assessments across multiple dimensions as well as fine-grained quality analysis. Additionally, we extend texture evaluation beyond aesthetic appearance by explicitly assessing material realism, focusing on attributes such as albedo, saturation, and metallicness. 2) To support this framework, we construct Hi3DBench, a large-scale dataset comprising diverse 3D assets and high-quality annotations, accompanied by a reliable multi-agent annotation pipeline. We further propose a 3D-aware automated scoring system based on hybrid 3D representations. Specifically, we leverage video-based representations for object-level and material-subject evaluations to enhance modeling of spatio-temporal consistency and employ pretrained 3D features for part-level perception. Extensive experiments demonstrate that our approach outperforms existing image-based metrics in modeling 3D characteristics and achieves superior alignment with human preference, providing a scalable alternative to manual evaluations. The project page is available at https://zyh482.github.io/Hi3DEval/.

  • 8 authors
·
Aug 7, 2025 3

Automotive Perception Software Development: An Empirical Investigation into Data, Annotation, and Ecosystem Challenges

Software that contains machine learning algorithms is an integral part of automotive perception, for example, in driving automation systems. The development of such software, specifically the training and validation of the machine learning components, require large annotated datasets. An industry of data and annotation services has emerged to serve the development of such data-intensive automotive software components. Wide-spread difficulties to specify data and annotation needs challenge collaborations between OEMs (Original Equipment Manufacturers) and their suppliers of software components, data, and annotations. This paper investigates the reasons for these difficulties for practitioners in the Swedish automotive industry to arrive at clear specifications for data and annotations. The results from an interview study show that a lack of effective metrics for data quality aspects, ambiguities in the way of working, unclear definitions of annotation quality, and deficits in the business ecosystems are causes for the difficulty in deriving the specifications. We provide a list of recommendations that can mitigate challenges when deriving specifications and we propose future research opportunities to overcome these challenges. Our work contributes towards the on-going research on accountability of machine learning as applied to complex software systems, especially for high-stake applications such as automated driving.

  • 7 authors
·
Mar 10, 2023

SAMPart3D: Segment Any Part in 3D Objects

3D part segmentation is a crucial and challenging task in 3D perception, playing a vital role in applications such as robotics, 3D generation, and 3D editing. Recent methods harness the powerful Vision Language Models (VLMs) for 2D-to-3D knowledge distillation, achieving zero-shot 3D part segmentation. However, these methods are limited by their reliance on text prompts, which restricts the scalability to large-scale unlabeled datasets and the flexibility in handling part ambiguities. In this work, we introduce SAMPart3D, a scalable zero-shot 3D part segmentation framework that segments any 3D object into semantic parts at multiple granularities, without requiring predefined part label sets as text prompts. For scalability, we use text-agnostic vision foundation models to distill a 3D feature extraction backbone, allowing scaling to large unlabeled 3D datasets to learn rich 3D priors. For flexibility, we distill scale-conditioned part-aware 3D features for 3D part segmentation at multiple granularities. Once the segmented parts are obtained from the scale-conditioned part-aware 3D features, we use VLMs to assign semantic labels to each part based on the multi-view renderings. Compared to previous methods, our SAMPart3D can scale to the recent large-scale 3D object dataset Objaverse and handle complex, non-ordinary objects. Additionally, we contribute a new 3D part segmentation benchmark to address the lack of diversity and complexity of objects and parts in existing benchmarks. Experiments show that our SAMPart3D significantly outperforms existing zero-shot 3D part segmentation methods, and can facilitate various applications such as part-level editing and interactive segmentation.

  • 8 authors
·
Nov 11, 2024 2

GPSFormer: A Global Perception and Local Structure Fitting-based Transformer for Point Cloud Understanding

Despite the significant advancements in pre-training methods for point cloud understanding, directly capturing intricate shape information from irregular point clouds without reliance on external data remains a formidable challenge. To address this problem, we propose GPSFormer, an innovative Global Perception and Local Structure Fitting-based Transformer, which learns detailed shape information from point clouds with remarkable precision. The core of GPSFormer is the Global Perception Module (GPM) and the Local Structure Fitting Convolution (LSFConv). Specifically, GPM utilizes Adaptive Deformable Graph Convolution (ADGConv) to identify short-range dependencies among similar features in the feature space and employs Multi-Head Attention (MHA) to learn long-range dependencies across all positions within the feature space, ultimately enabling flexible learning of contextual representations. Inspired by Taylor series, we design LSFConv, which learns both low-order fundamental and high-order refinement information from explicitly encoded local geometric structures. Integrating the GPM and LSFConv as fundamental components, we construct GPSFormer, a cutting-edge Transformer that effectively captures global and local structures of point clouds. Extensive experiments validate GPSFormer's effectiveness in three point cloud tasks: shape classification, part segmentation, and few-shot learning. The code of GPSFormer is available at https://github.com/changshuowang/GPSFormer.

  • 8 authors
·
Jul 18, 2024

RPMArt: Towards Robust Perception and Manipulation for Articulated Objects

Articulated objects are commonly found in daily life. It is essential that robots can exhibit robust perception and manipulation skills for articulated objects in real-world robotic applications. However, existing methods for articulated objects insufficiently address noise in point clouds and struggle to bridge the gap between simulation and reality, thus limiting the practical deployment in real-world scenarios. To tackle these challenges, we propose a framework towards Robust Perception and Manipulation for Articulated Objects (RPMArt), which learns to estimate the articulation parameters and manipulate the articulation part from the noisy point cloud. Our primary contribution is a Robust Articulation Network (RoArtNet) that is able to predict both joint parameters and affordable points robustly by local feature learning and point tuple voting. Moreover, we introduce an articulation-aware classification scheme to enhance its ability for sim-to-real transfer. Finally, with the estimated affordable point and articulation joint constraint, the robot can generate robust actions to manipulate articulated objects. After learning only from synthetic data, RPMArt is able to transfer zero-shot to real-world articulated objects. Experimental results confirm our approach's effectiveness, with our framework achieving state-of-the-art performance in both noise-added simulation and real-world environments. The code and data will be open-sourced for reproduction. More results are published on the project website at https://r-pmart.github.io .

  • 7 authors
·
Mar 24, 2024

Simple-BEV: What Really Matters for Multi-Sensor BEV Perception?

Building 3D perception systems for autonomous vehicles that do not rely on high-density LiDAR is a critical research problem because of the expense of LiDAR systems compared to cameras and other sensors. Recent research has developed a variety of camera-only methods, where features are differentiably "lifted" from the multi-camera images onto the 2D ground plane, yielding a "bird's eye view" (BEV) feature representation of the 3D space around the vehicle. This line of work has produced a variety of novel "lifting" methods, but we observe that other details in the training setups have shifted at the same time, making it unclear what really matters in top-performing methods. We also observe that using cameras alone is not a real-world constraint, considering that additional sensors like radar have been integrated into real vehicles for years already. In this paper, we first of all attempt to elucidate the high-impact factors in the design and training protocol of BEV perception models. We find that batch size and input resolution greatly affect performance, while lifting strategies have a more modest effect -- even a simple parameter-free lifter works well. Second, we demonstrate that radar data can provide a substantial boost to performance, helping to close the gap between camera-only and LiDAR-enabled systems. We analyze the radar usage details that lead to good performance, and invite the community to re-consider this commonly-neglected part of the sensor platform.

  • 5 authors
·
Jun 16, 2022

Expand VSR Benchmark for VLLM to Expertize in Spatial Rules

Distinguishing spatial relations is a basic part of human cognition which requires fine-grained perception on cross-instance. Although benchmarks like MME, MMBench and SEED comprehensively have evaluated various capabilities which already include visual spatial reasoning(VSR). There is still a lack of sufficient quantity and quality evaluation and optimization datasets for Vision Large Language Models(VLLMs) specifically targeting visual positional reasoning. To handle this, we first diagnosed current VLLMs with the VSR dataset and proposed a unified test set. We found current VLLMs to exhibit a contradiction of over-sensitivity to language instructions and under-sensitivity to visual positional information. By expanding the original benchmark from two aspects of tunning data and model structure, we mitigated this phenomenon. To our knowledge, we expanded spatially positioned image data controllably using diffusion models for the first time and integrated original visual encoding(CLIP) with other 3 powerful visual encoders(SigLIP, SAM and DINO). After conducting combination experiments on scaling data and models, we obtained a VLLM VSR Expert(VSRE) that not only generalizes better to different instructions but also accurately distinguishes differences in visual positional information. VSRE achieved over a 27\% increase in accuracy on the VSR test set. It becomes a performant VLLM on the position reasoning of both the VSR dataset and relevant subsets of other evaluation benchmarks. We open-sourced the expanded model with data and Appendix at https://github.com/peijin360/vsre and hope it will accelerate advancements in VLLM on VSR learning.

  • 7 authors
·
Dec 24, 2024

A Fast Fourier Convolutional Deep Neural Network For Accurate and Explainable Discrimination Of Wheat Yellow Rust And Nitrogen Deficiency From Sentinel-2 Time-Series Data

Accurate and timely detection of plant stress is essential for yield protection, allowing better-targeted intervention strategies. Recent advances in remote sensing and deep learning have shown great potential for rapid non-invasive detection of plant stress in a fully automated and reproducible manner. However, the existing models always face several challenges: 1) computational inefficiency and the misclassifications between the different stresses with similar symptoms; and 2) the poor interpretability of the host-stress interaction. In this work, we propose a novel fast Fourier Convolutional Neural Network (FFDNN) for accurate and explainable detection of two plant stresses with similar symptoms (i.e. Wheat Yellow Rust And Nitrogen Deficiency). Specifically, unlike the existing CNN models, the main components of the proposed model include: 1) a fast Fourier convolutional block, a newly fast Fourier transformation kernel as the basic perception unit, to substitute the traditional convolutional kernel to capture both local and global responses to plant stress in various time-scale and improve computing efficiency with reduced learning parameters in Fourier domain; 2) Capsule Feature Encoder to encapsulate the extracted features into a series of vector features to represent part-to-whole relationship with the hierarchical structure of the host-stress interactions of the specific stress. In addition, in order to alleviate over-fitting, a photochemical vegetation indices-based filter is placed as pre-processing operator to remove the non-photochemical noises from the input Sentinel-2 time series.

  • 10 authors
·
Jun 29, 2023

Slow Perception: Let's Perceive Geometric Figures Step-by-step

Recently, "visual o1" began to enter people's vision, with expectations that this slow-thinking design can solve visual reasoning tasks, especially geometric math problems. However, the reality is that current LVLMs (Large Vision Language Models) can hardly even accurately copy a geometric figure, let alone truly understand the complex inherent logic and spatial relationships within geometric shapes. We believe accurate copying (strong perception) is the first step to visual o1. Accordingly, we introduce the concept of "slow perception" (SP), which guides the model to gradually perceive basic point-line combinations, as our humans, reconstruct complex geometric structures progressively. There are two-fold stages in SP: a) perception decomposition. Perception is not instantaneous. In this stage, complex geometric figures are broken down into basic simple units to unify geometry representation. b) perception flow, which acknowledges that accurately tracing a line is not an easy task. This stage aims to avoid "long visual jumps" in regressing line segments by using a proposed "perceptual ruler" to trace each line stroke-by-stroke. Surprisingly, such a human-like perception manner enjoys an inference time scaling law -- the slower, the better. Researchers strive to speed up the model's perception in the past, but we slow it down again, allowing the model to read the image step-by-step and carefully.

  • 8 authors
·
Dec 29, 2024 2

Crafting Parts for Expressive Object Composition

Text-to-image generation from large generative models like Stable Diffusion, DALLE-2, etc., have become a common base for various tasks due to their superior quality and extensive knowledge bases. As image composition and generation are creative processes the artists need control over various parts of the images being generated. We find that just adding details about parts in the base text prompt either leads to an entirely different image (e.g., missing/incorrect identity) or the extra part details simply being ignored. To mitigate these issues, we introduce PartCraft, which enables image generation based on fine-grained part-level details specified for objects in the base text prompt. This allows more control for artists and enables novel object compositions by combining distinctive object parts. PartCraft first localizes object parts by denoising the object region from a specific diffusion process. This enables each part token to be localized to the right object region. After obtaining part masks, we run a localized diffusion process in each of the part regions based on fine-grained part descriptions and combine them to produce the final image. All the stages of PartCraft are based on repurposing a pre-trained diffusion model, which enables it to generalize across various domains without training. We demonstrate the effectiveness of part-level control provided by PartCraft qualitatively through visual examples and quantitatively in comparison to the contemporary baselines.

  • 5 authors
·
Jun 14, 2024

PartSAM: A Scalable Promptable Part Segmentation Model Trained on Native 3D Data

Segmenting 3D objects into parts is a long-standing challenge in computer vision. To overcome taxonomy constraints and generalize to unseen 3D objects, recent works turn to open-world part segmentation. These approaches typically transfer supervision from 2D foundation models, such as SAM, by lifting multi-view masks into 3D. However, this indirect paradigm fails to capture intrinsic geometry, leading to surface-only understanding, uncontrolled decomposition, and limited generalization. We present PartSAM, the first promptable part segmentation model trained natively on large-scale 3D data. Following the design philosophy of SAM, PartSAM employs an encoder-decoder architecture in which a triplane-based dual-branch encoder produces spatially structured tokens for scalable part-aware representation learning. To enable large-scale supervision, we further introduce a model-in-the-loop annotation pipeline that curates over five million 3D shape-part pairs from online assets, providing diverse and fine-grained labels. This combination of scalable architecture and diverse 3D data yields emergent open-world capabilities: with a single prompt, PartSAM achieves highly accurate part identification, and in a Segment-Every-Part mode, it automatically decomposes shapes into both surface and internal structures. Extensive experiments show that PartSAM outperforms state-of-the-art methods by large margins across multiple benchmarks, marking a decisive step toward foundation models for 3D part understanding.

  • 9 authors
·
Sep 26, 2025

PARTONOMY: Large Multimodal Models with Part-Level Visual Understanding

Real-world objects are composed of distinctive, object-specific parts. Identifying these parts is key to performing fine-grained, compositional reasoning-yet, large multimodal models (LMMs) struggle to perform this seemingly straightforward task. In this work, we introduce PARTONOMY, an LMM benchmark designed for pixel-level part grounding. We construct PARTONOMY from existing part datasets and our own rigorously annotated set of images, encompassing 862 part labels and 534 object labels for evaluation. Unlike existing datasets that simply ask models to identify generic parts, PARTONOMY uses specialized concepts (e.g., agricultural airplane), and challenges models to compare objects' parts, consider part-whole relationships, and justify textual predictions with visual segmentations. Our experiments demonstrate significant limitations in state-of-the-art LMMs (e.g., LISA-13B achieves only 5.9% gIoU), highlighting a critical gap in their part grounding abilities. We note that existing segmentation-enabled LMMs (segmenting LMMs) have two key architectural shortcomings: they use special [SEG] tokens not seen during pretraining which induce distribution shift, and they discard predicted segmentations instead of using past predictions to guide future ones. To address these deficiencies, we train several part-centric LMMs and propose PLUM, a novel segmenting LMM that uses span tagging instead of segmentation tokens and that conditions on prior predictions in a feedback loop. We find that pretrained PLUM outperforms existing segmenting LMMs on reasoning segmentation, VQA, and visual hallucination benchmarks. In addition, PLUM finetuned on our proposed Explanatory Part Segmentation task is competitive with segmenting LMMs trained on significantly more segmentation data. Our work opens up new avenues towards enabling fine-grained, grounded visual understanding in LMMs.

  • 10 authors
·
May 27, 2025

PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models

Text- or image-to-3D generators and 3D scanners can now produce 3D assets with high-quality shapes and textures. These assets typically consist of a single, fused representation, like an implicit neural field, a Gaussian mixture, or a mesh, without any useful structure. However, most applications and creative workflows require assets to be made of several meaningful parts that can be manipulated independently. To address this gap, we introduce PartGen, a novel approach that generates 3D objects composed of meaningful parts starting from text, an image, or an unstructured 3D object. First, given multiple views of a 3D object, generated or rendered, a multi-view diffusion model extracts a set of plausible and view-consistent part segmentations, dividing the object into parts. Then, a second multi-view diffusion model takes each part separately, fills in the occlusions, and uses those completed views for 3D reconstruction by feeding them to a 3D reconstruction network. This completion process considers the context of the entire object to ensure that the parts integrate cohesively. The generative completion model can make up for the information missing due to occlusions; in extreme cases, it can hallucinate entirely invisible parts based on the input 3D asset. We evaluate our method on generated and real 3D assets and show that it outperforms segmentation and part-extraction baselines by a large margin. We also showcase downstream applications such as 3D part editing.

  • 7 authors
·
Dec 24, 2024 2

PartRM: Modeling Part-Level Dynamics with Large Cross-State Reconstruction Model

As interest grows in world models that predict future states from current observations and actions, accurately modeling part-level dynamics has become increasingly relevant for various applications. Existing approaches, such as Puppet-Master, rely on fine-tuning large-scale pre-trained video diffusion models, which are impractical for real-world use due to the limitations of 2D video representation and slow processing times. To overcome these challenges, we present PartRM, a novel 4D reconstruction framework that simultaneously models appearance, geometry, and part-level motion from multi-view images of a static object. PartRM builds upon large 3D Gaussian reconstruction models, leveraging their extensive knowledge of appearance and geometry in static objects. To address data scarcity in 4D, we introduce the PartDrag-4D dataset, providing multi-view observations of part-level dynamics across over 20,000 states. We enhance the model's understanding of interaction conditions with a multi-scale drag embedding module that captures dynamics at varying granularities. To prevent catastrophic forgetting during fine-tuning, we implement a two-stage training process that focuses sequentially on motion and appearance learning. Experimental results show that PartRM establishes a new state-of-the-art in part-level motion learning and can be applied in manipulation tasks in robotics. Our code, data, and models are publicly available to facilitate future research.

  • 9 authors
·
Mar 25, 2025

PartSLIP++: Enhancing Low-Shot 3D Part Segmentation via Multi-View Instance Segmentation and Maximum Likelihood Estimation

Open-world 3D part segmentation is pivotal in diverse applications such as robotics and AR/VR. Traditional supervised methods often grapple with limited 3D data availability and struggle to generalize to unseen object categories. PartSLIP, a recent advancement, has made significant strides in zero- and few-shot 3D part segmentation. This is achieved by harnessing the capabilities of the 2D open-vocabulary detection module, GLIP, and introducing a heuristic method for converting and lifting multi-view 2D bounding box predictions into 3D segmentation masks. In this paper, we introduce PartSLIP++, an enhanced version designed to overcome the limitations of its predecessor. Our approach incorporates two major improvements. First, we utilize a pre-trained 2D segmentation model, SAM, to produce pixel-wise 2D segmentations, yielding more precise and accurate annotations than the 2D bounding boxes used in PartSLIP. Second, PartSLIP++ replaces the heuristic 3D conversion process with an innovative modified Expectation-Maximization algorithm. This algorithm conceptualizes 3D instance segmentation as unobserved latent variables, and then iteratively refines them through an alternating process of 2D-3D matching and optimization with gradient descent. Through extensive evaluations, we show that PartSLIP++ demonstrates better performance over PartSLIP in both low-shot 3D semantic and instance-based object part segmentation tasks. Code released at https://github.com/zyc00/PartSLIP2.

  • 6 authors
·
Dec 4, 2023

From One to More: Contextual Part Latents for 3D Generation

Recent advances in 3D generation have transitioned from multi-view 2D rendering approaches to 3D-native latent diffusion frameworks that exploit geometric priors in ground truth data. Despite progress, three key limitations persist: (1) Single-latent representations fail to capture complex multi-part geometries, causing detail degradation; (2) Holistic latent coding neglects part independence and interrelationships critical for compositional design; (3) Global conditioning mechanisms lack fine-grained controllability. Inspired by human 3D design workflows, we propose CoPart - a part-aware diffusion framework that decomposes 3D objects into contextual part latents for coherent multi-part generation. This paradigm offers three advantages: i) Reduces encoding complexity through part decomposition; ii) Enables explicit part relationship modeling; iii) Supports part-level conditioning. We further develop a mutual guidance strategy to fine-tune pre-trained diffusion models for joint part latent denoising, ensuring both geometric coherence and foundation model priors. To enable large-scale training, we construct Partverse - a novel 3D part dataset derived from Objaverse through automated mesh segmentation and human-verified annotations. Extensive experiments demonstrate CoPart's superior capabilities in part-level editing, articulated object generation, and scene composition with unprecedented controllability.

  • 13 authors
·
Jul 11, 2025 3

Introducing Visual Perception Token into Multimodal Large Language Model

To utilize visual information, Multimodal Large Language Model (MLLM) relies on the perception process of its vision encoder. The completeness and accuracy of visual perception significantly influence the precision of spatial reasoning, fine-grained understanding, and other tasks. However, MLLM still lacks the autonomous capability to control its own visual perception processes, for example, selectively reviewing specific regions of an image or focusing on information related to specific object categories. In this work, we propose the concept of Visual Perception Token, aiming to empower MLLM with a mechanism to control its visual perception processes. We design two types of Visual Perception Tokens, termed the Region Selection Token and the Vision Re-Encoding Token. MLLMs autonomously generate these tokens, just as they generate text, and use them to trigger additional visual perception actions. The Region Selection Token explicitly identifies specific regions in an image that require further perception, while the Vision Re-Encoding Token uses its hidden states as control signals to guide additional visual perception processes. Extensive experiments demonstrate the advantages of these tokens in handling spatial reasoning, improving fine-grained understanding, and other tasks. On average, the introduction of Visual Perception Tokens improves the performance of a 2B model by 23.6\%, increasing its score from 0.572 to 0.708, and even outperforms a 7B parameter model by 13.4\% (from 0.624). Please check out our repo https://github.com/yu-rp/VisualPerceptionToken

  • 3 authors
·
Feb 24, 2025 2

FullPart: Generating each 3D Part at Full Resolution

Part-based 3D generation holds great potential for various applications. Previous part generators that represent parts using implicit vector-set tokens often suffer from insufficient geometric details. Another line of work adopts an explicit voxel representation but shares a global voxel grid among all parts; this often causes small parts to occupy too few voxels, leading to degraded quality. In this paper, we propose FullPart, a novel framework that combines both implicit and explicit paradigms. It first derives the bounding box layout through an implicit box vector-set diffusion process, a task that implicit diffusion handles effectively since box tokens contain little geometric detail. Then, it generates detailed parts, each within its own fixed full-resolution voxel grid. Instead of sharing a global low-resolution space, each part in our method - even small ones - is generated at full resolution, enabling the synthesis of intricate details. We further introduce a center-point encoding strategy to address the misalignment issue when exchanging information between parts of different actual sizes, thereby maintaining global coherence. Moreover, to tackle the scarcity of reliable part data, we present PartVerse-XL, the largest human-annotated 3D part dataset to date with 40K objects and 320K parts. Extensive experiments demonstrate that FullPart achieves state-of-the-art results in 3D part generation. We will release all code, data, and model to benefit future research in 3D part generation.

  • 13 authors
·
Oct 30, 2025 1

Semiotics Networks Representing Perceptual Inference

Every day, humans perceive objects and communicate these perceptions through various channels. In this paper, we present a computational model designed to track and simulate the perception of objects, as well as their representations as conveyed in communication. We delineate two fundamental components of our internal representation, termed "observed" and "seen", which we correlate with established concepts in computer vision, namely encoding and decoding. These components are integrated into semiotic networks, which simulate perceptual inference of object perception and human communication. Our model of object perception by a person allows us to define object perception by {\em a network}. We demonstrate this with an example of an image baseline classifier by constructing a new network that includes the baseline classifier and an additional layer. This layer produces the images "perceived" by the entire network, transforming it into a perceptualized image classifier. This facilitates visualization of the acquired network. Within our network, the image representations become more efficient for classification tasks when they are assembled and randomized. In our experiments, the perceptualized network outperformed the baseline classifier on MNIST training databases consisting of a restricted number of images. Our model is not limited to persons and can be applied to any system featuring a loop involving the processing from "internal" to "external" representations.

  • 2 authors
·
Oct 8, 2023

Perceptual Scales Predicted by Fisher Information Metrics

Perception is often viewed as a process that transforms physical variables, external to an observer, into internal psychological variables. Such a process can be modeled by a function coined perceptual scale. The perceptual scale can be deduced from psychophysical measurements that consist in comparing the relative differences between stimuli (i.e. difference scaling experiments). However, this approach is often overlooked by the modeling and experimentation communities. Here, we demonstrate the value of measuring the perceptual scale of classical (spatial frequency, orientation) and less classical physical variables (interpolation between textures) by embedding it in recent probabilistic modeling of perception. First, we show that the assumption that an observer has an internal representation of univariate parameters such as spatial frequency or orientation while stimuli are high-dimensional does not lead to contradictory predictions when following the theoretical framework. Second, we show that the measured perceptual scale corresponds to the transduction function hypothesized in this framework. In particular, we demonstrate that it is related to the Fisher information of the generative model that underlies perception and we test the predictions given by the generative model of different stimuli in a set a of difference scaling experiments. Our main conclusion is that the perceptual scale is mostly driven by the stimulus power spectrum. Finally, we propose that this measure of perceptual scale is a way to push further the notion of perceptual distances by estimating the perceptual geometry of images i.e. the path between images instead of simply the distance between those.

  • 2 authors
·
Oct 18, 2023

Part123: Part-aware 3D Reconstruction from a Single-view Image

Recently, the emergence of diffusion models has opened up new opportunities for single-view reconstruction. However, all the existing methods represent the target object as a closed mesh devoid of any structural information, thus neglecting the part-based structure, which is crucial for many downstream applications, of the reconstructed shape. Moreover, the generated meshes usually suffer from large noises, unsmooth surfaces, and blurry textures, making it challenging to obtain satisfactory part segments using 3D segmentation techniques. In this paper, we present Part123, a novel framework for part-aware 3D reconstruction from a single-view image. We first use diffusion models to generate multiview-consistent images from a given image, and then leverage Segment Anything Model (SAM), which demonstrates powerful generalization ability on arbitrary objects, to generate multiview segmentation masks. To effectively incorporate 2D part-based information into 3D reconstruction and handle inconsistency, we introduce contrastive learning into a neural rendering framework to learn a part-aware feature space based on the multiview segmentation masks. A clustering-based algorithm is also developed to automatically derive 3D part segmentation results from the reconstructed models. Experiments show that our method can generate 3D models with high-quality segmented parts on various objects. Compared to existing unstructured reconstruction methods, the part-aware 3D models from our method benefit some important applications, including feature-preserving reconstruction, primitive fitting, and 3D shape editing.

  • 8 authors
·
May 27, 2024 1

Name That Part: 3D Part Segmentation and Naming

We address semantic 3D part segmentation: decomposing objects into parts with meaningful names. While datasets exist with part annotations, their definitions are inconsistent across datasets, limiting robust training. Previous methods produce unlabeled decompositions or retrieve single parts without complete shape annotations. We propose ALIGN-Parts, which formulates part naming as a direct set alignment task. Our method decomposes shapes into partlets - implicit 3D part representations - matched to part descriptions via bipartite assignment. We combine geometric cues from 3D part fields, appearance from multi-view vision features, and semantic knowledge from language-model-generated affordance descriptions. Text-alignment loss ensures partlets share embedding space with text, enabling a theoretically open-vocabulary matching setup, given sufficient data. Our efficient and novel, one-shot, 3D part segmentation and naming method finds applications in several downstream tasks, including serving as a scalable annotation engine. As our model supports zero-shot matching to arbitrary descriptions and confidence-calibrated predictions for known categories, with human verification, we create a unified ontology that aligns PartNet, 3DCoMPaT++, and Find3D, consisting of 1,794 unique 3D parts. We also show examples from our newly created Tex-Parts dataset. We also introduce 2 novel metrics appropriate for the named 3D part segmentation task.

  • 5 authors
·
Dec 19, 2025 2

OV-PARTS: Towards Open-Vocabulary Part Segmentation

Segmenting and recognizing diverse object parts is a crucial ability in applications spanning various computer vision and robotic tasks. While significant progress has been made in object-level Open-Vocabulary Semantic Segmentation (OVSS), i.e., segmenting objects with arbitrary text, the corresponding part-level research poses additional challenges. Firstly, part segmentation inherently involves intricate boundaries, while limited annotated data compounds the challenge. Secondly, part segmentation introduces an open granularity challenge due to the diverse and often ambiguous definitions of parts in the open world. Furthermore, the large-scale vision and language models, which play a key role in the open vocabulary setting, struggle to recognize parts as effectively as objects. To comprehensively investigate and tackle these challenges, we propose an Open-Vocabulary Part Segmentation (OV-PARTS) benchmark. OV-PARTS includes refined versions of two publicly available datasets: Pascal-Part-116 and ADE20K-Part-234. And it covers three specific tasks: Generalized Zero-Shot Part Segmentation, Cross-Dataset Part Segmentation, and Few-Shot Part Segmentation, providing insights into analogical reasoning, open granularity and few-shot adapting abilities of models. Moreover, we analyze and adapt two prevailing paradigms of existing object-level OVSS methods for OV-PARTS. Extensive experimental analysis is conducted to inspire future research in leveraging foundational models for OV-PARTS. The code and dataset are available at https://github.com/OpenRobotLab/OV_PARTS.

  • 6 authors
·
Oct 8, 2023

PartCrafter: Structured 3D Mesh Generation via Compositional Latent Diffusion Transformers

We introduce PartCrafter, the first structured 3D generative model that jointly synthesizes multiple semantically meaningful and geometrically distinct 3D meshes from a single RGB image. Unlike existing methods that either produce monolithic 3D shapes or follow two-stage pipelines, i.e., first segmenting an image and then reconstructing each segment, PartCrafter adopts a unified, compositional generation architecture that does not rely on pre-segmented inputs. Conditioned on a single image, it simultaneously denoises multiple 3D parts, enabling end-to-end part-aware generation of both individual objects and complex multi-object scenes. PartCrafter builds upon a pretrained 3D mesh diffusion transformer (DiT) trained on whole objects, inheriting the pretrained weights, encoder, and decoder, and introduces two key innovations: (1) A compositional latent space, where each 3D part is represented by a set of disentangled latent tokens; (2) A hierarchical attention mechanism that enables structured information flow both within individual parts and across all parts, ensuring global coherence while preserving part-level detail during generation. To support part-level supervision, we curate a new dataset by mining part-level annotations from large-scale 3D object datasets. Experiments show that PartCrafter outperforms existing approaches in generating decomposable 3D meshes, including parts that are not directly visible in input images, demonstrating the strength of part-aware generative priors for 3D understanding and synthesis. Code and training data will be released.

  • 7 authors
·
Jun 5, 2025 8

The Consciousness Prior

A new prior is proposed for learning representations of high-level concepts of the kind we manipulate with language. This prior can be combined with other priors in order to help disentangling abstract factors from each other. It is inspired by cognitive neuroscience theories of consciousness, seen as a bottleneck through which just a few elements, after having been selected by attention from a broader pool, are then broadcast and condition further processing, both in perception and decision-making. The set of recently selected elements one becomes aware of is seen as forming a low-dimensional conscious state. This conscious state is combining the few concepts constituting a conscious thought, i.e., what one is immediately conscious of at a particular moment. We claim that this architectural and information-processing constraint corresponds to assumptions about the joint distribution between high-level concepts. To the extent that these assumptions are generally true (and the form of natural language seems consistent with them), they can form a useful prior for representation learning. A low-dimensional thought or conscious state is analogous to a sentence: it involves only a few variables and yet can make a statement with very high probability of being true. This is consistent with a joint distribution (over high-level concepts) which has the form of a sparse factor graph, i.e., where the dependencies captured by each factor of the factor graph involve only very few variables while creating a strong dip in the overall energy function. The consciousness prior also makes it natural to map conscious states to natural language utterances or to express classical AI knowledge in a form similar to facts and rules, albeit capturing uncertainty as well as efficient search mechanisms implemented by attention mechanisms.

  • 1 authors
·
Sep 25, 2017

Selective Contrastive Learning for Weakly Supervised Affordance Grounding

Facilitating an entity's interaction with objects requires accurately identifying parts that afford specific actions. Weakly supervised affordance grounding (WSAG) seeks to imitate human learning from third-person demonstrations, where humans intuitively grasp functional parts without needing pixel-level annotations. To achieve this, grounding is typically learned using a shared classifier across images from different perspectives, along with distillation strategies incorporating part discovery process. However, since affordance-relevant parts are not always easily distinguishable, models primarily rely on classification, often focusing on common class-specific patterns that are unrelated to affordance. To address this limitation, we move beyond isolated part-level learning by introducing selective prototypical and pixel contrastive objectives that adaptively learn affordance-relevant cues at both the part and object levels, depending on the granularity of the available information. Initially, we find the action-associated objects in both egocentric (object-focused) and exocentric (third-person example) images by leveraging CLIP. Then, by cross-referencing the discovered objects of complementary views, we excavate the precise part-level affordance clues in each perspective. By consistently learning to distinguish affordance-relevant regions from affordance-irrelevant background context, our approach effectively shifts activation from irrelevant areas toward meaningful affordance cues. Experimental results demonstrate the effectiveness of our method. Codes are available at github.com/hynnsk/SelectiveCL.

  • 3 authors
·
Aug 11, 2025 3

Latent Compass: Creation by Navigation

In Marius von Senden's Space and Sight, a newly sighted blind patient describes the experience of a corner as lemon-like, because corners "prick" sight like lemons prick the tongue. Prickliness, here, is a dimension in the feature space of sensory experience, an effect of the perceived on the perceiver that arises where the two interact. In the account of the newly sighted, an effect familiar from one interaction translates to a novel context. Perception serves as the vehicle for generalization, in that an effect shared across different experiences produces a concrete abstraction grounded in those experiences. Cezanne and the post-impressionists, fluent in the language of experience translation, realized that the way to paint a concrete form that best reflected reality was to paint not what they saw, but what it was like to see. We envision a future of creation using AI where what it is like to see is replicable, transferrable, manipulable - part of the artist's palette that is both grounded in a particular context, and generalizable beyond it. An active line of research maps human-interpretable features onto directions in GAN latent space. Supervised and self-supervised approaches that search for anticipated directions or use off-the-shelf classifiers to drive image manipulation in embedding space are limited in the variety of features they can uncover. Unsupervised approaches that discover useful new directions show that the space of perceptually meaningful directions is nowhere close to being fully mapped. As this space is broad and full of creative potential, we want tools for direction discovery that capture the richness and generalizability of human perception. Our approach puts creators in the discovery loop during real-time tool use, in order to identify directions that are perceptually meaningful to them, and generate interpretable image translations along those directions.

  • 3 authors
·
Dec 19, 2020

Stable Part Diffusion 4D: Multi-View RGB and Kinematic Parts Video Generation

We present Stable Part Diffusion 4D (SP4D), a framework for generating paired RGB and kinematic part videos from monocular inputs. Unlike conventional part segmentation methods that rely on appearance-based semantic cues, SP4D learns to produce kinematic parts - structural components aligned with object articulation and consistent across views and time. SP4D adopts a dual-branch diffusion model that jointly synthesizes RGB frames and corresponding part segmentation maps. To simplify the architecture and flexibly enable different part counts, we introduce a spatial color encoding scheme that maps part masks to continuous RGB-like images. This encoding allows the segmentation branch to share the latent VAE from the RGB branch, while enabling part segmentation to be recovered via straightforward post-processing. A Bidirectional Diffusion Fusion (BiDiFuse) module enhances cross-branch consistency, supported by a contrastive part consistency loss to promote spatial and temporal alignment of part predictions. We demonstrate that the generated 2D part maps can be lifted to 3D to derive skeletal structures and harmonic skinning weights with few manual adjustments. To train and evaluate SP4D, we construct KinematicParts20K, a curated dataset of over 20K rigged objects selected and processed from Objaverse XL (Deitke et al., 2023), each paired with multi-view RGB and part video sequences. Experiments show that SP4D generalizes strongly to diverse scenarios, including real-world videos, novel generated objects, and rare articulated poses, producing kinematic-aware outputs suitable for downstream animation and motion-related tasks.

  • 5 authors
·
Sep 12, 2025 2

The Tensor Brain: Semantic Decoding for Perception and Memory

We analyse perception and memory, using mathematical models for knowledge graphs and tensors, to gain insights into the corresponding functionalities of the human mind. Our discussion is based on the concept of propositional sentences consisting of subject-predicate-object (SPO) triples for expressing elementary facts. SPO sentences are the basis for most natural languages but might also be important for explicit perception and declarative memories, as well as intra-brain communication and the ability to argue and reason. A set of SPO sentences can be described as a knowledge graph, which can be transformed into an adjacency tensor. We introduce tensor models, where concepts have dual representations as indices and associated embeddings, two constructs we believe are essential for the understanding of implicit and explicit perception and memory in the brain. We argue that a biological realization of perception and memory imposes constraints on information processing. In particular, we propose that explicit perception and declarative memories require a semantic decoder, which, in a simple realization, is based on four layers: First, a sensory memory layer, as a buffer for sensory input, second, an index layer representing concepts, third, a memoryless representation layer for the broadcasting of information ---the "blackboard", or the "canvas" of the brain--- and fourth, a working memory layer as a processing center and data buffer. We discuss the operations of the four layers and relate them to the global workspace theory. In a Bayesian brain interpretation, semantic memory defines the prior for observable triple statements. We propose that ---in evolution and during development--- semantic memory, episodic memory, and natural language evolved as emergent properties in agents' process to gain a deeper understanding of sensory information.

  • 4 authors
·
Jan 29, 2020

OCTScenes: A Versatile Real-World Dataset of Tabletop Scenes for Object-Centric Learning

Humans possess the cognitive ability to comprehend scenes in a compositional manner. To empower AI systems with similar abilities, object-centric representation learning aims to acquire representations of individual objects from visual scenes without any supervision. Although recent advancements in object-centric representation learning have achieved remarkable progress on complex synthesis datasets, there is a huge challenge for application in complex real-world scenes. One of the essential reasons is the scarcity of real-world datasets specifically tailored to object-centric representation learning methods. To solve this problem, we propose a versatile real-world dataset of tabletop scenes for object-centric learning called OCTScenes, which is meticulously designed to serve as a benchmark for comparing, evaluating and analyzing object-centric representation learning methods. OCTScenes contains 5000 tabletop scenes with a total of 15 everyday objects. Each scene is captured in 60 frames covering a 360-degree perspective. Consequently, OCTScenes is a versatile benchmark dataset that can simultaneously satisfy the evaluation of object-centric representation learning methods across static scenes, dynamic scenes, and multi-view scenes tasks. Extensive experiments of object-centric representation learning methods for static, dynamic and multi-view scenes are conducted on OCTScenes. The results demonstrate the shortcomings of state-of-the-art methods for learning meaningful representations from real-world data, despite their impressive performance on complex synthesis datasets. Furthermore, OCTScenes can serves as a catalyst for advancing existing state-of-the-art methods, inspiring them to adapt to real-world scenes. Dataset and code are available at https://huggingface.co/datasets/Yinxuan/OCTScenes.

  • 6 authors
·
Jun 16, 2023

Discovering and using Spelke segments

Segments in computer vision are often defined by semantic considerations and are highly dependent on category-specific conventions. In contrast, developmental psychology suggests that humans perceive the world in terms of Spelke objects--groupings of physical things that reliably move together when acted on by physical forces. Spelke objects thus operate on category-agnostic causal motion relationships which potentially better support tasks like manipulation and planning. In this paper, we first benchmark the Spelke object concept, introducing the SpelkeBench dataset that contains a wide variety of well-defined Spelke segments in natural images. Next, to extract Spelke segments from images algorithmically, we build SpelkeNet, a class of visual world models trained to predict distributions over future motions. SpelkeNet supports estimation of two key concepts for Spelke object discovery: (1) the motion affordance map, identifying regions likely to move under a poke, and (2) the expected-displacement map, capturing how the rest of the scene will move. These concepts are used for "statistical counterfactual probing", where diverse "virtual pokes" are applied on regions of high motion-affordance, and the resultant expected displacement maps are used define Spelke segments as statistical aggregates of correlated motion statistics. We find that SpelkeNet outperforms supervised baselines like SegmentAnything (SAM) on SpelkeBench. Finally, we show that the Spelke concept is practically useful for downstream applications, yielding superior performance on the 3DEditBench benchmark for physical object manipulation when used in a variety of off-the-shelf object manipulation models.

  • 13 authors
·
Jul 21, 2025 2

SceneHGN: Hierarchical Graph Networks for 3D Indoor Scene Generation with Fine-Grained Geometry

3D indoor scenes are widely used in computer graphics, with applications ranging from interior design to gaming to virtual and augmented reality. They also contain rich information, including room layout, as well as furniture type, geometry, and placement. High-quality 3D indoor scenes are highly demanded while it requires expertise and is time-consuming to design high-quality 3D indoor scenes manually. Existing research only addresses partial problems: some works learn to generate room layout, and other works focus on generating detailed structure and geometry of individual furniture objects. However, these partial steps are related and should be addressed together for optimal synthesis. We propose SCENEHGN, a hierarchical graph network for 3D indoor scenes that takes into account the full hierarchy from the room level to the object level, then finally to the object part level. Therefore for the first time, our method is able to directly generate plausible 3D room content, including furniture objects with fine-grained geometry, and their layout. To address the challenge, we introduce functional regions as intermediate proxies between the room and object levels to make learning more manageable. To ensure plausibility, our graph-based representation incorporates both vertical edges connecting child nodes with parent nodes from different levels, and horizontal edges encoding relationships between nodes at the same level. Extensive experiments demonstrate that our method produces superior generation results, even when comparing results of partial steps with alternative methods that can only achieve these. We also demonstrate that our method is effective for various applications such as part-level room editing, room interpolation, and room generation by arbitrary room boundaries.

  • 6 authors
·
Feb 16, 2023

Neural feels with neural fields: Visuo-tactile perception for in-hand manipulation

To achieve human-level dexterity, robots must infer spatial awareness from multimodal sensing to reason over contact interactions. During in-hand manipulation of novel objects, such spatial awareness involves estimating the object's pose and shape. The status quo for in-hand perception primarily employs vision, and restricts to tracking a priori known objects. Moreover, visual occlusion of objects in-hand is imminent during manipulation, preventing current systems to push beyond tasks without occlusion. We combine vision and touch sensing on a multi-fingered hand to estimate an object's pose and shape during in-hand manipulation. Our method, NeuralFeels, encodes object geometry by learning a neural field online and jointly tracks it by optimizing a pose graph problem. We study multimodal in-hand perception in simulation and the real-world, interacting with different objects via a proprioception-driven policy. Our experiments show final reconstruction F-scores of 81% and average pose drifts of 4.7,mm, further reduced to 2.3,mm with known CAD models. Additionally, we observe that under heavy visual occlusion we can achieve up to 94% improvements in tracking compared to vision-only methods. Our results demonstrate that touch, at the very least, refines and, at the very best, disambiguates visual estimates during in-hand manipulation. We release our evaluation dataset of 70 experiments, FeelSight, as a step towards benchmarking in this domain. Our neural representation driven by multimodal sensing can serve as a perception backbone towards advancing robot dexterity. Videos can be found on our project website https://suddhu.github.io/neural-feels/

  • 12 authors
·
Dec 20, 2023 1

Revisit Anything: Visual Place Recognition via Image Segment Retrieval

Accurately recognizing a revisited place is crucial for embodied agents to localize and navigate. This requires visual representations to be distinct, despite strong variations in camera viewpoint and scene appearance. Existing visual place recognition pipelines encode the "whole" image and search for matches. This poses a fundamental challenge in matching two images of the same place captured from different camera viewpoints: "the similarity of what overlaps can be dominated by the dissimilarity of what does not overlap". We address this by encoding and searching for "image segments" instead of the whole images. We propose to use open-set image segmentation to decompose an image into `meaningful' entities (i.e., things and stuff). This enables us to create a novel image representation as a collection of multiple overlapping subgraphs connecting a segment with its neighboring segments, dubbed SuperSegment. Furthermore, to efficiently encode these SuperSegments into compact vector representations, we propose a novel factorized representation of feature aggregation. We show that retrieving these partial representations leads to significantly higher recognition recall than the typical whole image based retrieval. Our segments-based approach, dubbed SegVLAD, sets a new state-of-the-art in place recognition on a diverse selection of benchmark datasets, while being applicable to both generic and task-specialized image encoders. Finally, we demonstrate the potential of our method to ``revisit anything'' by evaluating our method on an object instance retrieval task, which bridges the two disparate areas of research: visual place recognition and object-goal navigation, through their common aim of recognizing goal objects specific to a place. Source code: https://github.com/AnyLoc/Revisit-Anything.

  • 5 authors
·
Sep 26, 2024

From Perception to Cognition: A Survey of Vision-Language Interactive Reasoning in Multimodal Large Language Models

Multimodal Large Language Models (MLLMs) strive to achieve a profound, human-like understanding of and interaction with the physical world, but often exhibit a shallow and incoherent integration when acquiring information (Perception) and conducting reasoning (Cognition). This disconnect leads to a spectrum of reasoning failures, with hallucination being the most prominent. Collectively, these issues expose a fundamental challenge: the ability to process pixels does not yet confer the ability to construct a coherent, credible internal world model. To systematically dissect and address this challenge, this survey introduces a novel and unified analytical framework: ``From Perception to Cognition." We deconstruct the complex process of vision-language interactive understanding into two interdependent layers: Perception, the foundational ability to accurately extract visual information and achieve fine-grained alignment with textual instructions; and Cognition, the higher-order capability for proactive, multi-step, goal-oriented reasoning built upon this perceptual foundation, the core of which is the formation of a dynamic observe-think-verify reasoning loop. Guided by this framework, this paper systematically analyzes the key bottlenecks of current MLLMs at both layers. It surveys the landscape of cutting-edge methods designed to address these challenges, spanning from techniques that enhance low-level visual representations to those that improve high-level reasoning paradigms. Furthermore, we review critical benchmarks and delineate future research directions. This survey aims to provide the research community with a clear, structured perspective for understanding the intrinsic limitations of current MLLMs and to illuminate the path toward building next-generation models capable of deep reasoning and a genuine understanding of the world.

  • 22 authors
·
Sep 29, 2025

Perceptual Taxonomy: Evaluating and Guiding Hierarchical Scene Reasoning in Vision-Language Models

We propose Perceptual Taxonomy, a structured process of scene understanding that first recognizes objects and their spatial configurations, then infers task-relevant properties such as material, affordance, function, and physical attributes to support goal-directed reasoning. While this form of reasoning is fundamental to human cognition, current vision-language benchmarks lack comprehensive evaluation of this ability and instead focus on surface-level recognition or image-text alignment. To address this gap, we introduce Perceptual Taxonomy, a benchmark for physically grounded visual reasoning. We annotate 3173 objects with four property families covering 84 fine-grained attributes. Using these annotations, we construct a multiple-choice question benchmark with 5802 images across both synthetic and real domains. The benchmark contains 28033 template-based questions spanning four types (object description, spatial reasoning, property matching, and taxonomy reasoning), along with 50 expert-crafted questions designed to evaluate models across the full spectrum of perceptual taxonomy reasoning. Experimental results show that leading vision-language models perform well on recognition tasks but degrade by 10 to 20 percent on property-driven questions, especially those requiring multi-step reasoning over structured attributes. These findings highlight a persistent gap in structured visual understanding and the limitations of current models that rely heavily on pattern matching. We also show that providing in-context reasoning examples from simulated scenes improves performance on real-world and expert-curated questions, demonstrating the effectiveness of perceptual-taxonomy-guided prompting.

JohnsHopkins Johns Hopkins University
·
Nov 24, 2025

Uni-Perceiver: Pre-training Unified Architecture for Generic Perception for Zero-shot and Few-shot Tasks

Biological intelligence systems of animals perceive the world by integrating information in different modalities and processing simultaneously for various tasks. In contrast, current machine learning research follows a task-specific paradigm, leading to inefficient collaboration between tasks and high marginal costs of developing perception models for new tasks. In this paper, we present a generic perception architecture named Uni-Perceiver, which processes a variety of modalities and tasks with unified modeling and shared parameters. Specifically, Uni-Perceiver encodes different task inputs and targets from arbitrary modalities into a unified representation space with a modality-agnostic Transformer encoder and lightweight modality-specific tokenizers. Different perception tasks are modeled as the same formulation, that is, finding the maximum likelihood target for each input through the similarity of their representations. The model is pre-trained on several uni-modal and multi-modal tasks, and evaluated on a variety of downstream tasks, including novel tasks that did not appear in the pre-training stage. Results show that our pre-trained model without any tuning can achieve reasonable performance even on novel tasks. The performance can be improved to a level close to state-of-the-art methods by conducting prompt tuning on 1% of downstream task data. Full-data fine-tuning further delivers results on par with or better than state-of-the-art results. Code shall be released.

  • 8 authors
·
Dec 2, 2021

Are We Done with Object-Centric Learning?

Object-centric learning (OCL) seeks to learn representations that only encode an object, isolated from other objects or background cues in a scene. This approach underpins various aims, including out-of-distribution (OOD) generalization, sample-efficient composition, and modeling of structured environments. Most research has focused on developing unsupervised mechanisms that separate objects into discrete slots in the representation space, evaluated using unsupervised object discovery. However, with recent sample-efficient segmentation models, we can separate objects in the pixel space and encode them independently. This achieves remarkable zero-shot performance on OOD object discovery benchmarks, is scalable to foundation models, and can handle a variable number of slots out-of-the-box. Hence, the goal of OCL methods to obtain object-centric representations has been largely achieved. Despite this progress, a key question remains: How does the ability to separate objects within a scene contribute to broader OCL objectives, such as OOD generalization? We address this by investigating the OOD generalization challenge caused by spurious background cues through the lens of OCL. We propose a novel, training-free probe called Object-Centric Classification with Applied Masks (OCCAM), demonstrating that segmentation-based encoding of individual objects significantly outperforms slot-based OCL methods. However, challenges in real-world applications remain. We provide the toolbox for the OCL community to use scalable object-centric representations, and focus on practical applications and fundamental questions, such as understanding object perception in human cognition. Our code is available https://github.com/AlexanderRubinstein/OCCAM{here}.

  • 4 authors
·
Apr 9, 2025 2

PixelWorld: Towards Perceiving Everything as Pixels

Existing foundation models typically process visual input as pixels and textual input as tokens, a paradigm that contrasts with human perception, where both modalities are processed in a unified manner. With the rise of embodied and agentic AI, where inputs primarily come from camera pixels, the need for a unified perception framework becomes increasingly evident. In this paper, we propose to unify all modalities (text, tables, code, diagrams, images, etc) as pixel inputs, i.e. "Perceive Everything as Pixels" (PEAP). We introduce PixelWorld, a novel evaluation suite that unifies all the mentioned modalities into pixel space to gauge the existing models' performance. Our findings show that (1) PEAP outperforms baseline with token-based input in multimodal datasets, benefiting from unified input for better disambiguation, (2) significant declines in reasoning and coding capabilities across all models when processing pixel-based input, underscoring the need to enhance foundation models' perceptual abilities, (3) larger models can maintain strong performance on non-reasoning tasks under PEAP, while smaller models like Phi-3.5-V suffer significant performance degradation, (4) the attention pattern of PEAP is highly aligned with text token input, (5) PEAP can be accelerated significantly by exploiting the spatial sparsity. We conclude that the existing frontier models are competent in pixel perception, however, there is still headroom for improvement. Our code, dataset will be released upon acceptance.

  • 3 authors
·
Jan 31, 2025 2

Robot See Robot Do: Imitating Articulated Object Manipulation with Monocular 4D Reconstruction

Humans can learn to manipulate new objects by simply watching others; providing robots with the ability to learn from such demonstrations would enable a natural interface specifying new behaviors. This work develops Robot See Robot Do (RSRD), a method for imitating articulated object manipulation from a single monocular RGB human demonstration given a single static multi-view object scan. We first propose 4D Differentiable Part Models (4D-DPM), a method for recovering 3D part motion from a monocular video with differentiable rendering. This analysis-by-synthesis approach uses part-centric feature fields in an iterative optimization which enables the use of geometric regularizers to recover 3D motions from only a single video. Given this 4D reconstruction, the robot replicates object trajectories by planning bimanual arm motions that induce the demonstrated object part motion. By representing demonstrations as part-centric trajectories, RSRD focuses on replicating the demonstration's intended behavior while considering the robot's own morphological limits, rather than attempting to reproduce the hand's motion. We evaluate 4D-DPM's 3D tracking accuracy on ground truth annotated 3D part trajectories and RSRD's physical execution performance on 9 objects across 10 trials each on a bimanual YuMi robot. Each phase of RSRD achieves an average of 87% success rate, for a total end-to-end success rate of 60% across 90 trials. Notably, this is accomplished using only feature fields distilled from large pretrained vision models -- without any task-specific training, fine-tuning, dataset collection, or annotation. Project page: https://robot-see-robot-do.github.io

  • 7 authors
·
Sep 26, 2024 2

SINC: Spatial Composition of 3D Human Motions for Simultaneous Action Generation

Our goal is to synthesize 3D human motions given textual inputs describing simultaneous actions, for example 'waving hand' while 'walking' at the same time. We refer to generating such simultaneous movements as performing 'spatial compositions'. In contrast to temporal compositions that seek to transition from one action to another, spatial compositing requires understanding which body parts are involved in which action, to be able to move them simultaneously. Motivated by the observation that the correspondence between actions and body parts is encoded in powerful language models, we extract this knowledge by prompting GPT-3 with text such as "what are the body parts involved in the action <action name>?", while also providing the parts list and few-shot examples. Given this action-part mapping, we combine body parts from two motions together and establish the first automated method to spatially compose two actions. However, training data with compositional actions is always limited by the combinatorics. Hence, we further create synthetic data with this approach, and use it to train a new state-of-the-art text-to-motion generation model, called SINC ("SImultaneous actioN Compositions for 3D human motions"). In our experiments, that training with such GPT-guided synthetic data improves spatial composition generation over baselines. Our code is publicly available at https://sinc.is.tue.mpg.de/.

  • 4 authors
·
Apr 20, 2023

TempCompass: Do Video LLMs Really Understand Videos?

Recently, there is a surge in interest surrounding video large language models (Video LLMs). However, existing benchmarks fail to provide a comprehensive feedback on the temporal perception ability of Video LLMs. On the one hand, most of them are unable to distinguish between different temporal aspects (e.g., speed, direction) and thus cannot reflect the nuanced performance on these specific aspects. On the other hand, they are limited in the diversity of task formats (e.g., only multi-choice QA), which hinders the understanding of how temporal perception performance may vary across different types of tasks. Motivated by these two problems, we propose the TempCompass benchmark, which introduces a diversity of temporal aspects and task formats. To collect high-quality test data, we devise two novel strategies: (1) In video collection, we construct conflicting videos that share the same static content but differ in a specific temporal aspect, which prevents Video LLMs from leveraging single-frame bias or language priors. (2) To collect the task instructions, we propose a paradigm where humans first annotate meta-information for a video and then an LLM generates the instruction. We also design an LLM-based approach to automatically and accurately evaluate the responses from Video LLMs. Based on TempCompass, we comprehensively evaluate 8 state-of-the-art (SOTA) Video LLMs and 3 Image LLMs, and reveal the discerning fact that these models exhibit notably poor temporal perception ability. The data and evaluation code are available at https://github.com/llyx97/TempCompass.

  • 9 authors
·
Mar 1, 2024

3D-AffordanceLLM: Harnessing Large Language Models for Open-Vocabulary Affordance Detection in 3D Worlds

3D Affordance detection is a challenging problem with broad applications on various robotic tasks. Existing methods typically formulate the detection paradigm as a label-based semantic segmentation task. This paradigm relies on predefined labels and lacks the ability to comprehend complex natural language, resulting in limited generalization in open-world scene. To address these limitations, we reformulate the traditional affordance detection paradigm into Instruction Reasoning Affordance Segmentation (IRAS) task. This task is designed to output a affordance mask region given a query reasoning text, which avoids fixed categories of input labels. We accordingly propose the 3D-AffordanceLLM (3D-ADLLM), a framework designed for reasoning affordance detection in 3D open-scene. Specifically, 3D-ADLLM introduces large language models (LLMs) to 3D affordance perception with a custom-designed decoder for generating affordance masks, thus achieving open-world reasoning affordance detection. In addition, given the scarcity of 3D affordance datasets for training large models, we seek to extract knowledge from general segmentation data and transfer it to affordance detection. Thus, we propose a multi-stage training strategy that begins with a novel pre-training task, i.e., Referring Object Part Segmentation~(ROPS). This stage is designed to equip the model with general recognition and segmentation capabilities at the object-part level. Then followed by fine-tuning with the IRAS task, 3D-ADLLM obtains the reasoning ability for affordance detection. In summary, 3D-ADLLM leverages the rich world knowledge and human-object interaction reasoning ability of LLMs, achieving approximately an 8\% improvement in mIoU on open-vocabulary affordance detection tasks.

  • 7 authors
·
Feb 27, 2025

UFO: A Unified Approach to Fine-grained Visual Perception via Open-ended Language Interface

Generalist models have achieved remarkable success in both language and vision-language tasks, showcasing the potential of unified modeling. However, effectively integrating fine-grained perception tasks like detection and segmentation into these models remains a significant challenge. This is primarily because these tasks often rely heavily on task-specific designs and architectures that can complicate the modeling process. To address this challenge, we present \ours, a framework that Unifies Fine-grained visual perception tasks through an Open-ended language interface. By transforming all perception targets into the language space, \ours unifies object-level detection, pixel-level segmentation, and image-level vision-language tasks into a single model. Additionally, we introduce a novel embedding retrieval approach that relies solely on the language interface to support segmentation tasks. Our framework bridges the gap between fine-grained perception and vision-language tasks, significantly simplifying architectural design and training strategies while achieving comparable or superior performance to methods with intricate task-specific designs. After multi-task training on five standard visual perception datasets, \ours outperforms the previous state-of-the-art generalist models by 12.3 mAP on COCO instance segmentation and 3.3 mIoU on ADE20K semantic segmentation. Furthermore, our method seamlessly integrates with existing MLLMs, effectively combining fine-grained perception capabilities with their advanced language abilities, thereby enabling more challenging tasks such as reasoning segmentation. Code and models will be publicly available.

  • 8 authors
·
Mar 3, 2025 2

Understanding AI Cognition: A Neural Module for Inference Inspired by Human Memory Mechanisms

How humans and machines make sense of current inputs for relation reasoning and question-answering while putting the perceived information into context of our past memories, has been a challenging conundrum in cognitive science and artificial intelligence. Inspired by human brain's memory system and cognitive architectures, we propose a PMI framework that consists of perception, memory and inference components. Notably, the memory module comprises working and long-term memory, with the latter endowed with a higher-order structure to retain more accumulated knowledge and experiences. Through a differentiable competitive write access, current perceptions update working memory, which is later merged with long-term memory via outer product associations, averting memory overflow and minimizing information conflicts. In the inference module, relevant information is retrieved from two separate memory origins and associatively integrated to attain a more comprehensive and precise interpretation of current perceptions. We exploratively apply our PMI to improve prevailing Transformers and CNN models on question-answering tasks like bAbI-20k and Sort-of-CLEVR datasets, as well as relation calculation and image classification tasks, and in each case, our PMI enhancements consistently outshine their original counterparts significantly. Visualization analyses reveal that memory consolidation, along with the interaction and integration of information from diverse memory sources, substantially contributes to the model effectiveness on inference tasks.

  • 5 authors
·
Oct 1, 2023