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版本更新 · v3arXiv:2511.18127

Predictive Representation Learning for Manipulation via Streaming Egocentric 3D Hand Forecasting

Ruicong Liu, Yifei Huang, Liangyang Ouyang, Caixin Kang, Yoichi Sato

原文摘要

Learning embodied manipulation from egocentric human data offers a scalable path, reducing the cost of collecting robot-specific demonstrations. However, existing representation learning methods largely stop at perceptual understanding, such as extracting what a scene contains or what an action is. A capable embodied agent is more than understanding: it predicts the next motion. We propose that forecasting 3D human hand motion is one suitable pretraining task, as the representation jointly learns how to manipulate objects and how the motion will unfold next. Building on this hypothesis, we introduce SFHand, the first representation learning method via streaming egocentric 3D hand forecasting. SFHand learns by autoregressively predicting future 3D hand states, including hand type, 2D bounding box, 3D pose, and trajectory, from a continuous stream of video and language instructions. Its autoregressive architecture is equipped with an ROI-enhanced memory layer, capturing temporal context while focusing on salient hand-centric regions. To enable this research, we also introduce SFHand, the first open-source large-scale dataset pairing synchronized 3D hand poses with fine-grained language instructions (247K clips, 3.95M frames). Transferred to downstream embodied control, the learned representation shows state-of-the-art performance on both simulation and real-world manipulation benchmarks, improving success rate by up to 13.4%. Our method also achieves leading 3D hand forecasting accuracy, with 35.8% lower ADE than baseline methods. These results suggest that forecasting hand motion is a better pretraining task for representation learning in embodied manipulation. Projec page: https://ruicongliu.github.io/sfhand/.

cs.CV

版本更新 · v3arXiv:2610.31466

AnyGameRenderer: Entity-Consistent Generative Rendering Across Games and an Entity-Level Benchmark

Ruicong Liu, Liangyang Ouyang, Fengbo Lan, Zhixiang Wang, Kaipeng Zhang

原文摘要

AI coding agents can now build small playable games in minutes, but the results usually look like programmer art: gray blockouts, colored geometric primitives, and flat semantic blobs. We present AnyGameRenderer, a video-to-video generative renderer that turns such footage into high-quality visuals with characters, motion detail, and effects. Throughout, it keeps the layout, camera, and every entity's position and timing intact. Our AnyGameRenderer generalizes across a wide range of genres that agents build, such as tower defense, auto-battlers, top-down survivors, turn-based battles, kart racing, and crowd runners. AnyGameRenderer takes plain video as its game-state input, with no complex representations such as engine G-buffers, per-object class labels, or low-poly proxies. Gray blockouts, colored primitives, semantic maps, and wireframes all work as input. It also preserves entity correspondence: group counts stay correct, and entities appear and disappear on the right frame. We implement AnyGameRenderer by LoRA fine-tuning MiniMax-H3 ref2va, a 33B reference-video-conditioned video generation model. Training uses ~10k paired clips from three sources: (i) multi-stream rendering data from 38 agent-made games; (ii) two-stream rendering data from Unreal Engine, with programmatically controlled crowds, count changes, and entity scales; and (iii) real gameplay recordings, with pairs reconstructed via 3D-box detection. To evaluate the entity correspondence, we propose an entity-level benchmark of 59 held-out cases with 753 entities, scored against ground-truth boxes. Compared with the base model, AnyGameRenderer better preserves entity correspondence: temporal match rises from 50.9% to 62.9%, missed count changes fall from 34.7% to 21.3%, and fewer entities are hallucinated or left unrendered. Project page: https://alaya-lab.github.io/AnyGameRenderer.

cs.CV