Abstract:Dexterous grasp synthesis remains a central challenge: the high dimensionality and kinematic diversity of multi-fingered hands prevent direct transfer of algorithms developed for parallel-jaw grippers. Existing approaches typically depend on large, hardware-specific grasp datasets collected in simulation or through costly real-world trials, hindering scalability as new dexterous hand designs emerge. To this end, we propose a data-efficient framework, which is designed to bypass robot grasp data collection by exploiting the rich, object-centric semantic priors latent in pretrained generative diffusion models. Temporally aligned and fine-grained grasp affordances are extracted from raw human video demonstrations and fused with 3D scene geometry from depth images to infer semantically grounded contact targets. A kinematics-aware retargeting module then maps these affordance representations to diverse dexterous hands without per-hand retraining. The resulting system produces stable, functionally appropriate multi-contact grasps that remain reliably successful across common objects and tools, while exhibiting strong generalization across previously unseen object instances within a category, pose variations, and multiple hand embodiments. This work (i) introduces a semantic affordance extraction pipeline leveraging vision-language generative priors for dexterous grasping, (ii) demonstrates cross-hand generalization without constructing hardware-specific grasp datasets, and (iii) establishes that a single depth modality suffices for high-performance grasp synthesis when coupled with foundation-model semantics. Our results highlight a path toward scalable, hardware-agnostic dexterous manipulation driven by human demonstrations and pretrained generative models.
Abstract:Successfully solving long-horizon manipulation tasks remains a fundamental challenge. These tasks involve extended action sequences and complex object interactions, presenting a critical gap between high-level symbolic planning and low-level continuous control. To bridge this gap, two essential capabilities are required: robust long-horizon task planning and effective goal-conditioned manipulation. Existing task planning methods, including traditional and LLM-based approaches, often exhibit limited generalization or sparse semantic reasoning. Meanwhile, image-conditioned control methods struggle to adapt to unseen tasks. To tackle these problems, we propose SAGE, a novel framework for Scene Graph-Aware Guidance and Execution in Long-Horizon Manipulation Tasks. SAGE utilizes semantic scene graphs as a structural representation for scene states. A structural scene graph enables bridging task-level semantic reasoning and pixel-level visuo-motor control. This also facilitates the controllable synthesis of accurate, novel sub-goal images. SAGE consists of two key components: (1) a scene graph-based task planner that uses VLMs and LLMs to parse the environment and reason about physically-grounded scene state transition sequences, and (2) a decoupled structural image editing pipeline that controllably converts each target sub-goal graph into a corresponding image through image inpainting and composition. Extensive experiments have demonstrated that SAGE achieves state-of-the-art performance on distinct long-horizon tasks.
Abstract:3D Gaussian Splatting has shown remarkable capabilities in novel view rendering tasks and exhibits significant potential for multi-view optimization.However, the original 3D Gaussian Splatting lacks color representation for inputs in low-light environments. Simply using enhanced images as inputs would lead to issues with multi-view consistency, and current single-view enhancement systems rely on pre-trained data, lacking scene generalization. These problems limit the application of 3D Gaussian Splatting in low-light conditions in the field of robotics, including high-fidelity modeling and feature matching. To address these challenges, we propose an unsupervised multi-view stereoscopic system based on Gaussian Splatting, called Low-Light Gaussian Splatting (LLGS). This system aims to enhance images in low-light environments while reconstructing the scene. Our method introduces a decomposable Gaussian representation called M-Color, which separately characterizes color information for targeted enhancement. Furthermore, we propose an unsupervised optimization method with zero-knowledge priors, using direction-based enhancement to ensure multi-view consistency. Experiments conducted on real-world datasets demonstrate that our system outperforms state-of-the-art methods in both low-light enhancement and 3D Gaussian Splatting.




Abstract:We introduce LTCF-Net, a novel network architecture designed for enhancing low-light images. Unlike Retinex-based methods, our approach utilizes two color spaces - LAB and YUV - to efficiently separate and process color information, by leveraging the separation of luminance from chromatic components in color images. In addition, our model incorporates the Transformer architecture to comprehensively understand image content while maintaining computational efficiency. To dynamically balance the brightness in output images, we also introduce a Fourier transform module that adjusts the luminance channel in the frequency domain. This mechanism could uniformly balance brightness across different regions while eliminating background noises, and thereby enhancing visual quality. By combining these innovative components, LTCF-Net effectively improves low-light image quality while keeping the model lightweight. Experimental results demonstrate that our method outperforms current state-of-the-art approaches across multiple evaluation metrics and datasets, achieving more natural color restoration and a balanced brightness distribution.