Object Geometry
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Latest papers 27
Vision-language-action (VLA) policies have demonstrated impressive capabilities in generalizable robotic manipulation, but their deployment in the real world remains challenging due to potential collisions involving different parts of the robot, manipulated objects, and the surrounding environment. Existing inference-time VLA safety frameworks typically rely on simplified end-effector-centered representations that do not explicitly model the full articulated robot and attached-object geometry. In this paper, we present WBAG, a safety framework that models the robot's whole-body and grasp-dependent attached geometry. WBAG constructs a grasp-conditioned safe set that adapts the protected geometry as objects are grasped, then converts this evolving geometry into differentiable CBF constraints that minimally modify the VLA's native six-dimensional operational-space action for collision avoidance across robot, scene, and attached geometry. On the SafeLIBERO benchmark, a variant of LIBERO augmented with obstacles for safety evaluation, WBAG achieves the best overall safety and safe task success among the evaluated methods under a scene-level safety evaluator that monitors all eligible non-task objects, reaching 97.38% aggregate Scene Safety and 59.38% Safe Success.
Measuring Asset and Scene Reconstruction Effects in Real-to-Sim Robot Evaluation
Simulated evaluation is increasingly used alongside real-world evaluation of robot policies because it is cheaper and easier to repeat; however, its value depends on how closely its outcomes track the real robot's. We test whether our reconstruction pipeline, combining metrically scaled object geometry, authored physical parameters and scene reconstruction, reduces disagreement between simulated and real robot scores relative to a default open-source recipe. We constructed two simulated versions of one bimanual robot cell: an authored reconstruction, using object geometry at estimated metric scale, projected textures, authored physics and our own scene splat; and a baseline, referred to as the default reconstruction, using the open-source recipe of a generative single-image mesh, engine-default physics and a Gaussian-splat scene. Both reconstructions use the same object photographs and scene video. Two policies ran five tasks each, giving ten task-policy pairs, which we call cells; each cell was run twenty times in each reconstruction with all other settings held fixed. Both reconstructions were scored against the same real trials, graded by a third-party evaluator. Pearson correlation between the ten simulated and real cell means is r = 0.90 for the authored reconstruction and 0.51 for the default. Mean score error is 6.97 percentage points for the authored reconstruction and 17.54 for the default, a reduction of 10.56 percentage points. These results show that improving the quality of the environment reconstruction through higher visual fidelity, authored physics and metric scale makes the simulation more faithful to the real world and narrows the sim-to-real gap. We release the harness, the per-trial scores, every reported run's configuration, and the assets and scenes of both reconstructions.
FACT: Fidelity-Aware Construction of Articulated Twins
Visually plausible articulated assets may still fail during contact interactions or exhibit inaccurate motion. We present FACT (Fidelity-Aware Construction of Articulated Twins), an agentic framework that progressively constructs articulated twins to improve geometry, contact, and dynamic fidelity. The agent drives an evidence--diagnosis--revision loop on a shared editable representation, selecting measurements and model edits using quantitative feedback, while numerical tools execute and validate the updates. It reconstructs editable articulated geometry from images through feature planning, targeted measurements, and diagnostic refinement. On this reference, it repairs collision proxies through task-aware local repartitioning before fidelity-constrained compression. Finally, it constructs response models from passive-response videos, using simulation residuals to guide model revision and constrained physical parameter fitting. Experiments show that FACT improves geometric reconstruction over baselines, enables more reliable interaction with simpler collision proxies, and better reproduces held-out physical responses than direct parameter inference.
Superquadric Primitive Decomposition of 3D point clouds via Geometric-Aware Inlier Refinement
The decomposition of 3D point clouds into interpretable geometric primitives remains a longstanding challenge in Computer Vision and Computer Graphics. Among the available representations, superquadrics offer a compact and expressive model capable of capturing a wide range of shapes. However, their estimation is inherently challenging, as it requires solving a non-linear optimization problem and is particularly sensitive to noise, outliers, and overlapping structures. While robust estimation methods such as RANSAC and its variants achieve strong performance, they rely primarily on spatial proximity and residual-based criteria, often leading to incorrect inlier assignments across adjacent or complex arrangements of primitives. In this work, we introduce a geometric-aware framework for primitive decomposition that explicitly incorporates local surface properties into the fitting process. Specifically, we propose an inlier refinement step formulated as an energy minimization problem and solved via graph-cut optimization. Our formulation integrates geometric priors, such as normal consistency, enabling more reliable inlier selection beyond purely residual-based criteria. The approach naturally applies to both single-model estimation and multi-model decomposition. By leveraging geometric information beyond point-wise residuals, our method reduces erroneous inlier propagation and stabilizes parameter estimation. Experiments on synthetic and real datasets show consistent improvements in geometric accuracy, robustness to noise and outliers, and convergence efficiency compared to state-of-the-art RANSAC-based methods.
NeuSOGA3D: A Neuro-Symbolic Framework for Explainable 3D Geometric Reconstruction
Three-dimensional reconstruction from unorganized point clouds remains a challenging problem in computer vision, geometric modeling, and computer-aided design. While neural implicit methods achieve impressive reconstruction accuracy, geometry is typically encoded in latent representations that limit interpretability and reuse within engineering workflows. We present NeuSOGA3D (Neuro-Symbolic Geometric Abstraction in 3D), a hybrid framework that combines learned perceptual priors inherited from NeuSOGA with explicit symbolic geometric reasoning. The method projects point clouds onto principal orthographic planes, constructs symbolic implicit spline representations from the resulting observations, and fuses them through shape-preserving constructive solid geometry operations to generate a coarse visual hull. Additional geometric detail is recovered through cross-sectional decomposition and volumetric reconstruction using Partial Shape-Preserving Splines. Unlike conventional neural implicit approaches, NeuSOGA3D progressively transforms observations into explicit symbolic entities, including control polygons, implicit spline fields, cross-sections, and volumetric lofts. Experiments on all forty categories of the ModelNet40 benchmark demonstrate the ability of the framework to recover structurally meaningful and CAD-compatible geometric representations from diverse point-cloud observations. The results highlight the potential of combining learned perception with symbolic geometric reasoning for explainable geometric intelligence.
PartMat: Material-Aware 3D Part Decomposition with a Single Global Latent
Part-level 3D generation has recently attracted increasing attention for producing structured and editable 3D assets. However, existing methods typically decompose objects according to functional semantics rather than the editable material boundaries (e.g., fabric, wood, metal) required in practical 3D applications such as interior design. Additionally, current methods often generate parts independently, causing computational costs to scale linearly with the part count. To address these limitations, we present PartMat, an efficient material-aware 3D part decomposition pipeline that represents multi-part geometry with a single global latent. Given a reference image and a single whole-object geometry, PartMat decomposes the object into parts that follow material boundaries. First, we propose PartVAE to learn such a unified representation and decode all material parts in a single forward pass, thereby decoupling inference cost from the number of parts. Second, with this representation, a diffusion model is trained for part generation and refined via reinforcement learning for accurate material assignment and overlap suppression. Finally, to recover fine-grained geometric details, we introduce a sparse-voxel flow-matching model with part attention for geometry post-processing. Extensive experiments demonstrate that PartMat significantly outperforms existing baselines in material-aware decomposition accuracy and achieves comparable geometric quality, while maintaining efficient inference.
Learning to Predict Contact Force Distributions from Vision Leveraging Object Geometry Priors
Based on vision and prior experience, humans can make rough physical predictions and adjust their manipulation strategies. This paper aims to endow robots with a similar ability. To collect paired data of vision and forces, we use a rigid-body simulator commonly adopted in robotics. However, unlike simulators that output noisy point forces, humans are able to make consistent predictions even in unfamiliar situations. Based on this observation, we hypothesize that predicting smooth force distributions rather than raw point forces can improve both force prediction itself and downstream task performance. To validate this hypothesis, we construct a model that predicts three-dimensional force distributions from a single RGB image of piled daily objects. The target distribution is generated by applying statistical smoothing to point forces obtained from the simulator. Moreover, by incorporating object geometry into the smoothing process, we aim to account for variations in contact states and achieve more consistent vision-based predictions. We conduct extensive evaluations in both simulation and real environments. Results show that our approach improves prediction accuracy, enhances downstream task performance through smoothing, and further benefits from geometry-guided smoothing. Remarkably, the trained model generalizes effectively to real-world scenes despite being trained solely in simulation.
Fluid-SDF: Ultra-Lightweight and Editable Implicit Shape Representation via Differentiable Primitives
Implicit Neural Representations (INRs) have become the standard for continuous 2D shape modeling, but they suffer from black-box uneditability, vulnerability to noise, and high parameter counts that severely hinder deployment on edge devices. We introduce Fluid-SDF, a highly compressed, differentiable Constructive Solid Geometry (CSG) framework that models shapes using explicit geometric primitives blended via a smooth minimum function. By replacing traditional multi-layer perceptrons (MLPs) with a parameterized primitive engine, Fluid-SDF reconstructs complex, non-convex topologies using strictly under 100 parameters, achieving comparable or superior intersection-over-union (mIoU) to standard neural baselines. Furthermore, we demonstrate that Fluid-SDF acts as a powerful geometric prior, inherently resisting high-frequency dataset noise where capacity-matched neural networks catastrophically overfit. Finally, unlike standard INRs, Fluid-SDF's explicit parameter space allows for direct, zero-shot user editing of local and global shape features without retraining. By bypassing expensive on-device gradient updates entirely, Fluid-SDF is uniquely suited for mobile AI, augmented reality, and resource-constrained embedded environments
Annotation-Free Furniture Codes: What They Encode, and How Far They Transfer
Layout-based 3D scene synthesizers place each object using two human-annotated channels: a categorical class label and a canonical-pose convention. We ask whether a single self-supervised token derived from object geometry can replace both, and study such tokens directly as a representation, decoupled from any synthesizer. A Finite Scalar Quantization (FSQ) point-cloud autoencoder is chamfer-trained on placed 3D-FUTURE furniture with no labels or pose annotations. Diagnostic probes recover fine-category (62.6 +/- 0.5%), super-category (85.6 +/- 1.3%), and yaw (52.7 +/- 0.5 deg) from the codes alone. Swapping the chamfer target from the rotated to the un-rotated point cloud collapses the yaw signal while raising class recovery, showing the codes' rotation content can be set by the training objective. Scaling across asset libraries needs codes that transfer; on an unseen dataset (ShapeNet), alignment is category-dependent: box-like furniture transfers, organically-shaped furniture does not, and a target-blind augmentation partly closes the gap.
UniPose9D: Universal Category-Agnostic Object Pose Estimation
Object pose estimation is a fundamental problem in 3D vision. Although recent state-of-the-art approaches achieve strong performance, they often overfit to existing benchmarks and exhibit limited generalization to novel categories and unseen scenes. We propose UniPose9D, a category-agnostic foundation model for 9D object pose estimation: given an instance mask/ROI and either an RGB-D observation or an RGB image with predicted depth, the model estimates rotation, translation, and metric size without category labels, CAD models, mean-shape priors, or reference views. Specifically, UniPose9D samples point pairs from the observed object geometry and uses DINOv2 and PointNet features to predict NOCS coordinates for each pair. To improve accuracy, we introduce a point-pair-based RANSAC N-hop Kabsch--Umeyama algorithm with an adaptive threshold. We further employ flow matching to address symmetric ambiguities and construct a large-scale training set by curating and aligning pose annotations from existing public datasets. Experiments across six datasets show that a single unified model can match or surpass specialist methods while generalizing to unseen objects and in-the-wild scenarios. Our code and model are available on https://github.com/qq456cvb/UniPose9D.
Prompting Image Generators for Training-free Primitive Shape Abstraction
Compact primitive abstractions represent 3D shapes with a few geometric primitives while preserving recognizable components. Learned methods depend on their training classes, and optimization-based methods split shapes geometrically rather than into parts. We instead reuse the visual part knowledge of pretrained models without task-specific training or fine-tuning. A vision-language model names parts in multi-view renders, and an unmodified image generator paints color-coded part masks. Reprojection and spatial clustering recover 3D instances, and a classical optimizer fits one tapered and bent superquadric per part. With five to eight primitives per object, the abstractions match the Chamfer distance of the strongest learned baseline on HumanPrim, improve on it by 10% on Toys4K, and have the lowest overlap among compact methods, while chair legs, backrest bars and wheels remain separate primitives. Our accuracy also transfers better than theirs to objects outside the learned methods' ShapeNet training classes. Replacing the generated masks with part labels from the 3D segmentation methods P3-SAM or PartField lowers IoU by 7 to 17 points under the same fitter. Further studies relate the remaining volumetric error to part granularity and to parts that the rendered views observe from one side only.
NoPA: Non-Parametric Online 3D Scene Graph Generation
Classic 3D scene graph generation approaches fail to work in real-time due to the heavy computational cost of environment mapping and the need to generate intermediate point-cloud representations. To alleviate this issue, a recent work eschews point clouds in favor of a lightweight Gaussian distribution for each object. This approximation drastically speeds up inference and enables real-time 3D scene graph generation. However, the representation has two key weaknesses. \textbf{1)} Each object is approximated by a single 3D Gaussian, which causes a severe loss of 3D geometric detail. \textbf{2)} The discrepancy between this approximation and the true object geometry exacerbates the inaccurate merging of object candidates during online inference. To address these issues, we propose \textbf{NoPA}, which represents each object as a separate non-parametric distribution. This formulation retains 3D geometric information while preserving real-time inference of the parametric Gaussian formulation. To build upon our novel object representation, we propose a tailored merging strategy to recover coherent object instances. Specifically, we leverage maximum mean discrepancy on kernel density estimates to enable robust merging of object candidates during online exploration while minimizing added computational complexity. The key is to maintain a fixed particle set per object. Furthermore, to rectify the relation loss caused by misclassified objects, NoPA propagates relationships between objects with high affinity. Experiments show that NoPA substantially outperforms current methods without sacrificing real-time inference speed.
EO-VGGT: Orbital Ray-Conditioned 3D Foundation Models for Satellite Multi-View Reconstruction
In the era of satellite constellations, multi-view optical satellite imagery is pivotal for Earth Observation (EO) and high-quality Digital Surface Model (DSM) reconstruction. Although feed-forward 3D foundation models have transformed computer vision, their deployment in satellite remote sensing is inherently constrained by the structural discrepancy between implicit perspective assumptions and explicit orbital pushbroom geometry. This geometric incongruity is further compounded by pronounced view-set heterogeneity. We present EO-VGGT, a framework that adapts a frozen perspective-driven model to orbital observations via explicit physical geometry embedding.First, the Geometry-Correlation Constrained Selection (GCCS) strategy prunes sub-optimal observations by balancing geometric diversity and radiometric consistency to optimize the input sequence. Second, a Sensor-Ray Encoder (SRE) parameterizes pixel-level pushbroom lines of sight derived from the Rational Function Model (RFM) into high-dimensional space-geometric tokens, reconciling the mathematical discrepancy between central projection and orbital kinematics. Third, a lightweight Ray-Pointing-Aware Adapter (RPAA) employs gated residual blocks to integrate these tokens directly into the frozen transformer backbone. Our findings underscore that integrating explicit physical geometry with optimized view selection is essential for robust feed-forward satellite 3D reconstruction.
Rethinking 3D Shape Generation: Diffusion over Superquadrics
Diffusion models have advanced 3D shape generation, yet most methods still denoise in high-cardinality spaces (e.g., voxel/SDF grids, meshes, or point clouds), which is computationally and memory intensive and makes it difficult to scale in terms of both higher resolution and stronger controllability. We rethink the diffusion representation and propose to move diffusion from dense geometry to compact geometric primitives, representing each shape as a small set of superquadrics. Instead of operating on thousands to millions of geometric representation values, we leverage 7KB superquadric parameters (pose, size, and shape), drastically reducing diffusion-state dimensionality and per-step compute/memory. Our diffusion-over-superquadrics improves scalability by supporting broader capabilities (e.g., resolution-free point-cloud decoding, part-level editing, and constraint-based design) and achieving competitive surface-fidelity and distributional performance on standard benchmarks after point-cloud decoding, while enabling efficient generation within 0.6s per shape for most conditions.
BRepCLIP: Contrastive Multimodal Pretraining on BRep Primitives for CAD Understanding
Learning representations of CAD models is a largely open problem. While 3D representation learning has flourished around point clouds and meshes, the native format of CAD - boundary representations BReps, which encodes exact parametric surfaces, curves, and their topology, has received little attention as a representation learning substrate. We introduce BRepCLIP, the first framework to align BRep geometry with language and image embeddings through contrastive pretraining. We model each CAD object as a sequence of face and edge tokens with separate discrete vocabularies for surface and curve geometry, augmented with spatial and semantic descriptors that capture surface types (e.g., cylindrical, torus, NURBS) and curve primitives (e.g., line, arc, B-spline). A transformer encoder aggregates these tokens into a global BRep embedding, aligned with CLIP's text and image encoders via a joint contrastive objective. BRepCLIP generates more discriminative and semantically grounded embeddings than existing point-based alternatives, improving Top-1 retrieval over OpenShape by 40.4%, 22.0%, and 23.9% on ABC, CADParser, and Automate, respectively, and improving zero-shot classification on FabWave by 15% in Top-1 score. We further demonstrate its utility as a CAD-aware similarity metric for evaluating text and image-conditioned CAD generation, establishing the importance of structure-aware pretraining for multimodal CAD understanding. Project page is available at https://muhammadusama100.github.io/BrepClip2026/
GRAIL: Generating Humanoid Loco-Manipulation from 3D Assets and Video Priors
Scaling humanoid loco-manipulation requires robot-compatible demonstrations across diverse objects, whole-body motions, and scene geometries, but teleoperation and motion capture are difficult to scale because each collection depends on physical setups, instrumented actors, and robot operation. We present GRAIL, a digital generation pipeline that remains fully virtual until deployment: it composes 3D assets, simulator-ready scenes, and priors from video foundation models (VFMs) to synthesize interactions without rebuilding physical environments or teleoperating the robot. Rather than reconstructing unconstrained in-the-wild videos, GRAIL starts from fully specified 3D configurations in which object geometry, camera parameters, metric scale, environment depth, and a robot-proportioned character are known before video generation and reused during reconstruction. This privileged setup better conditions 4D recovery, allowing model-based object tracking, human motion estimation, and interaction-aware optimization to reconstruct metric 4D human-object interaction (HOI) trajectories with reduced depth ambiguity and morphology mismatch. We retarget the recovered motions to a humanoid robot and train complementary task-general trackers: an object-aware latent adaptor for manipulation and a scene-aware tracker for terrain traversal. GRAIL produces over 20,000 sequences spanning pick-up, object manipulation, sitting, and terrain traversal. Using only GRAIL-generated data, we train egocentric visual policies through a sim-to-real pipeline and deploy them on a Unitree G1 humanoid, achieving 84% real-world success on diverse object pick-up and 90% success on stair-climbing.
Z-FLoc: Zero-Shot Floorplan Localization via Geometric Primitives
Visual localization -- estimating a camera pose within a pre-existing map -- is a fundamental problem in computer vision. Floorplans are an attractive map representation: they are readily available for most buildings, compact, and inherently invariant to visual appearance changes. However, bridging the severe domain gap between camera observations and floorplan geometry remains challenging. Existing methods address this gap through data-driven learning, yet they require large-scale training data and environment-specific retraining, limiting their practical deployment. We propose a zero-shot floorplan localization method that generalizes to novel environments without any retraining. Our key insight is that dominant geometric primitives -- lines and circles -- are ubiquitous in human-made environments and provide appearance-invariant structural constraints. We extract these primitives from a bird's-eye-view (BEV) projection of monocular 3D reconstructions and match them to the floorplan via dedicated minimal solvers within a robust estimation framework. Experiments on both simulated and real-world datasets show that our approach outperforms state-of-the-art learning-based methods on unseen environments, while using a single fixed set of hyperparameters across all experiments. The source code will be made publicly available.
Hierarchical Object Representation for Spatial Robot Perception: Points, Meshes, and Superquadrics
Hierarchical 3D Scene Graphs (3DSG) have emerged as an actionable and scalable representation for long-term autonomy incorporating metric, semantic, and topological information in the scene. However, the question of geometric representation of objects in 3DSG has been overlooked as most methods use simplified geometric models such as partial point clouds or 3D bounding boxes. In this work, we introduce a hierarchical object representation that can be leveraged for high-fidelity object-level reconstruction, object-based robust re-localization or map alignment, and efficient and analytical collision checking for safe robot navigation planning in dense and cluttered environments. The representation is structurally organized into four distinct layers, progressively abstracting the scene from raw sensor data to dense 3D meshes to analytical primitives such as superquadrics, which provide a sparse and analytical representation for object geometry. We develop a pipeline that builds the hierarchical object representation from RGB-D image stream captured by a robot, and demonstrate its working in real-world open-set object scenes in both indoor and outdoor environments. Extensive experiments across diverse datasets including HOPE, ReplicaCAD, Kimera-Multi, and NUS Campus Dataset collected using Unitree B2 Robot validate our pipeline in both indoor and outdoor environments. We show that our superquadric-based map alignment method outperforms the current state-of-the-art object based map alignment method ROMAN. Our code can be found at https://github.com/perceptica-robotics/Hickory.
ComPose: A Unified Completion-Pose Framework for Robust Category-Level Object Pose Estimation
Category-level object pose estimation aims to predict the pose and size of arbitrary objects in specific categories. Existing methods struggle with the inherent incompleteness of observed point clouds, which limits their ability to capture complete object shapes for robust pose reasoning. While point cloud completion offers a promising solution, naively treating it as a separate preprocessing step for partial observations introduces compounding errors and additional computational overhead, ultimately hindering both accuracy and efficiency. To address these challenges, we propose ComPose, a novel unified framework that tightly integrates shape completion to provide complete geometric cues for enhanced pose estimation. At the core of ComPose is a keypoint-based progressive completion module, which recovers full shape representations by progressively predicting a sparse set of keypoints and their surrounding dense point sets, empowering the keypoints to capture holistic object geometries. A geometric relation encoding module further enriches keypoint features with both local and global geometric context. In addition, we introduce a novel geometric relation consistency loss to enforce structural alignment between observed keypoints and their predicted NOCS coordinates, ensuring globally coherent coordinate transformations. Extensive experiments on standard benchmarks demonstrate that our method outperforms state-of-the-art approaches without relying on category-level shape priors.
SE3Kit: A Lightweight Python Library for Specialized Geometric Primitives in Robotics
The Python robotics ecosystem faces a challenge: while many libraries exist for rigid body transformations, few are both lightweight and mathematically strict. This paper introduces SE3Kit, a lightweight Python library efficient operations on the Special Euclidean Group SE(3) and the Special Orthogonal Group SO(3). Unlike established frameworks that require heavy dependencies (e.g., SpatialMath, PyPose) or general tools that lack robotics-specific features (e.g., SciPy), SE3Kit targets the gap between these extremes. It is designed for embedded deployment, rapid prototyping, and education while providing rigorous mathematical implementation. It provides a pure-Python, NumPy-only implementation of Lie Group operations, without the overhead of deep learning or other visualization software.
Learning Structural Latent Points for Efficient Visual Representations in Robotic Manipulation
Current 3D-aware pretraining methods for embodied perception and manipulation are largely built on differentiable rendering frameworks, producing either fully implicit neural fields or fully explicit geometric primitives. Implicit representations, while expressive, lack explicit structural cues, whereas explicit ones preserve geometry but suffer from resolution limits and weak generalization. To address these limitations, we propose a novel pretraining framework that learns a hybrid representation-structural latent points. Specifically, we insert a point-wise latent variational autoencoder into the latent space of a point-cloud autoencoder, jointly regularizing point-wise features and coordinates toward a Gaussian prior. The resulting compact latent preserves coarse structural tendencies, which do not encode precise geometry but capture richer rough shape and semantic information, effectively combining the expressiveness of implicit representations with the structural priors of explicit ones. In addition, informed by shared design choices in prior work, we develop a streamlined, efficient 3DGS-based rendering pipeline that is deliberately kept lightweight, improving efficiency while leaving greater representational capacity to the front-end latent module. Extensive evaluations on RLBench, ManiSkill2, and a real-robot platform demonstrate consistent gains in task success, sample efficiency, and robustness to viewpoint and scene variations over strong baselines. Ablation studies further confirm that each component of our framework is critical to overall performance.
CompoSE: Compositional Synthesis and Editing of 3D Shapes via Part-Aware Control
Creating and editing high-quality 3D content remains a central challenge in computer graphics. We address this challenge by introducing CompoSE, a novel method for Compositional Synthesis and Editing of 3D shapes via part-aware control. Our method takes as input a set of coarse geometric primitives (e.g., bounding boxes) that represent distinct object parts arranged in a particular spatial configuration, and synthesizes as output part-separated 3D objects that support localized granular (i.e., compositional) editing of individual parts. The key insight that enables our method is our use of a diffusion transformer architecture that alternates between processing each part locally and aggregating contextual information across parts globally, and features a novel conditioning technique that ensures strong adherence to the user's input. Importantly, our method learns to infer part semantics and symmetries directly from the user's coarse layout guidance, and does not require part-level text prompts. We demonstrate that our method enables powerful part-level editing capabilities, including context-aware substitution, addition, deletion, and style-preserving resizing operations. We show through extensive experiments that our method significantly outperforms existing approaches on guided synthesis, as measured by objective metrics and LLM-based evaluations.
PAGER: Bridging the Semantic-Execution Gap in Point-Precise Geometric GUI Control
Large vision-language models have significantly advanced GUI agents, enabling executable interaction across web, mobile, and desktop interfaces. Yet these gains largely rely on a forgiving region-tolerant paradigm, where many nearby pixels inside the same component remain valid. Precise geometric construction breaks this assumption: actions must land on points in continuous canvas space rather than tolerant regions. Because geometric primitives carry ontological dependencies, a local coordinate error can induce cascading topological failures that distort downstream objects and invalidate the final construction. We identify this regime as precision-sensitive GUI tasks, requiring point-level accuracy, geometry-aware verification, and robustness to dependency-driven error propagation. To benchmark it, we introduce PAGE Bench, with 4,906 problems and over 224K process-supervised, pixel-level GUI actions. We further propose PAGER, a topology-aware agent that decomposes construction into dependency-structured planning and pixel-level execution. Pixel-grounded supervised tuning establishes executable action grammar, while precision-aligned reinforcement learning mitigates rollout-induced exposure bias through state-conditioned geometric feedback. Experiments reveal a pronounced Semantic-Execution Gap: general multimodal models can exceed 88% action type accuracy yet remain below 6% task success. PAGER closes this gap, delivering 4.1x higher task success than the strongest evaluated general baseline and raising step success rate from below 9% for GUI-specialized agents to over 62%, establishing a new state of the art for point-precise GUI control.
Meschers: Geometry Processing of Impossible Objects
Impossible objects, geometric constructions that humans can perceive but that cannot exist in real life, have been a topic of intrigue in visual arts, perception, and graphics, yet no satisfying computer representation of such objects exists. Previous work embeds impossible objects in 3D, cutting them or twisting/bending them in the depth axis. Cutting an impossible object changes its local geometry at the cut, which can hamper downstream graphics applications, such as smoothing, while bending makes it difficult to relight the object. Both of these can invalidate geometry operations, such as distance computation. As an alternative, we introduce Meschers, meshes capable of representing impossible constructions akin to those found in M.C. Escher's woodcuts. Our representation has a theoretical foundation in discrete exterior calculus and supports the use-cases above, as we demonstrate in a number of example applications. Moreover, because we can do discrete geometry processing on our representation, we can inverse-render impossible objects. We also compare our representation to cut and bend representations of impossible objects.
Classification Fields: Arbitrarily Fine Recursive Hierarchical Clustering From Few Examples
Classical clustering methods usually return either a finite partition of the observed data or a finite dendrogram over it. This finite-sample view is inadequate when the hierarchy of interest is a recursive geometric object with fine-scale refinements that continue beyond the levels directly observed. We introduce classification fields: infinite-depth hierarchical cluster structures on generated by a local parent-to-child refinement rule. A classification field generator maps each parent centre to an ordered, bounded, and separated tuple of child residuals. Together with a root and a scale factor, this rule recursively generates cluster centres, Voronoi cells, and a metric DAG encoding the hierarchy. Given only a finite prefix of such a hierarchy, we learn a classification field predictor that approximates the generator and can be rolled out to unseen depths. We prove exponential truncation convergence in the completed cell metric and ReLU realizability with width and depth , where , up to finite-window aspect-ratio factors. The approximation holds at the level of the induced compact metric structures, measured in the completed cell-metric Hausdorff distance. Experimental validation on matched CFG-generated hierarchies, IFS fractals, and image-induced recursive clustering hierarchies shows that learned predictors preserve ordered child slots, unordered geometry, and hierarchy-level path metrics under recursive rollout. These results support the claim that finite hierarchical observations can reveal local refinement rules capable of generating substantially deeper classification fields.
BiDexGrasp: Coordinated Bimanual Dexterous Grasps across Object Geometries and Sizes
Bimanual dexterous grasping is a fundamental and promising area in robotics, yet its progress is constrained by the lack of comprehensive datasets and powerful generation models. In this work, we propose BiDexGrasp, consisting of a large-scale bimanual dexterous grasp dataset and a novel learning-based framework. For dataset construction, we propose a novel bimanual grasp synthesis pipeline to efficiently annotate physically feasible data. This pipeline addresses the challenges of high-dimensional bimanual grasping through a two-stage synthesis strategy of efficient region-based grasp initialization and decoupled force-closure grasp optimization. Powered by this pipeline, we construct a large-scale bimanual dexterous grasp dataset, comprising 6351 diverse objects with sizes ranging from 30 to 80 cm, along with 9.53 million annotated grasp data. Based on this dataset, we further introduce a novel learning-based dexterous grasping generation framework. The framework lies in two key designs: a bimanual coordination module and a geometry-size-adaptive grasp generation strategy to generate coordinated and high-quality grasps on unseen objects. Extensive experiments conducted in both simulation and real world demonstrate the superior performance of our proposed data synthesis pipeline and learned generative framework.
GenDA: Generative Data Assimilation on Complex Urban Areas via Classifier-Free Diffusion Guidance
Urban wind flow reconstruction is essential for assessing air quality, heat dispersion, and pedestrian comfort, yet remains challenging when only sparse sensor data are available. We propose GenDA, a generative data assimilation framework that reconstructs high-resolution wind fields on unstructured meshes from limited observations. The model employs a multiscale graph-based diffusion architecture trained on computational fluid dynamics (CFD) simulations and interprets classifier-free guidance as a learned posterior reconstruction mechanism: the unconditional branch learns a geometry-aware flow prior, while the sensor-conditioned branch injects observational constraints during sampling. This formulation enables obstacle-aware reconstruction and generalization to held-out mesh geometries, wind directions, and sensor configurations within the studied urban-flow setting, without retraining. We consider both sparse fixed sensors and trajectory-based observations using the same reconstruction procedure. When evaluated against supervised graph neural network (GNN) baselines and classical reduced-order data assimilation methods, GenDA reduces the relative root-mean-square error (RRMSE) by 25-57% and increases the structural similarity index (SSIM) by 23-33% across the tested meshes. Experiments are conducted on Reynolds-averaged Navier-Stokes (RANS) simulations of a real urban neighborhood in Bristol, United Kingdom, at a characteristic Reynolds number of , featuring complex building geometry and irregular terrain. The proposed framework provides a scalable path toward generative, geometry-aware data assimilation for environmental monitoring in complex domains.