ML Reads

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ML papers to read today.

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5 papers

#01Nov 2, 2026

cs.CV

Intent2CAD: How Semantic-Parametric Supervision Shapes Text-to-CAD Generation

Jinbo Yang, Mingyue Yuan, Shikai Jing

Text-to-CAD generation aims to make CAD modeling more accessible by generating executable CAD programs from natural-language descriptions. However, practical CAD workflows require more than executable geometry: generated programs should also expose reusable structure that supports later modification. We introduce intent-oriented text-to-CAD generation, where design intent is expressed as recoverable code-level signals: semantic features, reusable parameters, and lightweight parametric relations. Rather than changing the model architecture or decoding procedure, we investigate how supervision representation granularity affects both CAD generation and zero-shot intent-preserving editing. To enable this study, we construct IntentCAD-100K, a 100K paired text--code dataset built by converting low-level CAD construction traces into executable CadQuery programs. We further construct IntentCAD-Edit-1K to evaluate zero-shot intent-preserving editing from the same representation perspective. Intent2CAD uses a two-stage conservative lifting pipeline: semantic lifting rewrites reliable primitive groups into feature-level operations, while parametric lifting exposes lightweight parametric relations. Under controlled fine-tuning, semantic lifting mainly improves generation reliability and feature recovery, reducing IR from 2.39% to 0.22% and achieving 99.96% API Recovery, while parametric lifting makes reusable relation structure explicit and further improves relation-aware zero-shot editing. Datasets and code are available at https://github.com/JinboYang94/Intent2CAD.

#02Nov 2, 2026

cs.CV

Isekai3D SDG: A Platform for Diverse Synthetic Gameplay Visual Data

Rafal Karp, Gene Liu, Shih-Hsin Li and 10 more

We present Isekai3D Synthetic Data Generation (SDG), a platform for simulating and capturing synthetic 3D gameplay for research in vision and world models, neural graphics, gameplay agents, and other applications. The platform combines reusable environment and character assets with Unreal Engine plugins in a two-stage workflow. First, world simulation generates gameplay while recording the world state, character movements, actions, and camera tracks needed for replay. Second, the recorded simulation is replayed to capture selected outputs, such as rendered video, images, and depth maps, at a specified resolution and frame rate under selected rendering and camera configurations. Separating simulation from capture allows the same recorded gameplay to produce multiple output variants without repeating the original simulation. Visual outputs are accompanied by frame-aligned camera, character, and action metadata. The platform uploads generated data directly in a training-friendly format, reducing intermediate storage, preparation time, and manual processing. This report describes the design of our overall system, including the platform's assets, plugins, and their functionality, explaining how they work together to generate diverse synthetic gameplay data.

#03Nov 2, 2026

cs.RO

Pixel-UMI: Learning Environment-Aware Whole-Body Manipulation from Sensorized Human Demonstrations

Jason Jingzhou Liu, Tony Tao, Deepak Pathak and 1 more

Sensorized human demonstrations offer scalable data for mobile manipulation, but embodiment differences complicate policy learning. We present Pixel-UMI, a pipeline for learning environment-aware whole-body policies from human data. We first introduce Environment-Aware Retargeting (EAR), which combines reconstructed scene geometry with demonstrated head and gripper trajectories to determine robot posture and generate collision-aware joint and base targets. Delay-calibrated action assignment converts these trajectories into actions. However, kinematic differences can leave residual pose errors, creating viewpoint mismatches between human demonstrations and robot observations. We therefore introduce Retargeting-Error-Aware Masking (REAM), which uses these errors during training to reduce reliance on mismatched views at deployment. Finally, because estimated actions cannot fully capture contact-rich interactions, we collect on-policy human corrections through DAgger to improve performance. We evaluate Pixel-UMI on five challenging tasks spanning articulated-object manipulation, deformable-object handling, constrained-space reaching, whole-body collision avoidance, and contact-rich bimanual coordination, achieving 87.0% average task progress. Video results are available at https://pixel-robot.com/pixel-umi

#04Nov 2, 2026

cs.CV

3D-BBDA: Backpropagation-Free Black-Box Domain Adaptation for Robust 3D Point Cloud Recognition

Shivangi Rai, Kunal Jangid, Vaibhav Kumar and 1 more

Robust 3D point-cloud recognition is critical for robotics, mapping, and urban sensing, yet point-cloud classifiers often suffer performance drops under domain shifts caused by sensor changes, environmental variation, and acquisition artifacts. Many existing adaptation methods are difficult to deploy in practice because they require access to source data or the internal parameters of the source model, which may be restricted by privacy, licensing, or security constraints. We present 3D-BBDA, a backpropagation-free black-box domain adaptation framework that adapts a source-trained predictor to unlabeled target data using only black-box outputs. Our method performs pseudo-label guided prototype-based alignment and employs a weighted prediction module to fuse source logits with alignment logits, reducing sensitivity to noisy pseudo-labels. To stabilize prototype memory when pseudo-label coverage is incomplete, we construct a Gaussian-perturbed prototype prior from unlabeled target predictions and use it as a fallback for missing or unreliable class prototypes during alignment. Experiments on four corrupted 3D benchmarks demonstrate consistent improvements over strong baselines. On ModelNet-40C, 3D-BBDA achieves mean errors of 32.08% (PointNet) and 29.62% (GDANet), outperforming Source-only (35.88% / 34.03%) and BFTT3D (33.78% / 32.36%). 3D-BBDA requires only a single forward pass with no gradient updates making it suitable for real-time, privacy-preserving deployment in transferable 3D recognition pipelines. Project page is available at https://visdomlab.github.io/3D_BBDA

#05Nov 2, 2026

cs.RO

Pixel: A Co-Designed Full-Stack Robot System for Learning General-Purpose Mobile Manipulation

Tony Tao, Jason Jingzhou Liu, Ruslan Salakhutdinov and 1 more

General-purpose mobile manipulation requires a combination of capable robot hardware, scalable demonstration collection, expressive whole-body control, and effective policy learning. Yet these components are often developed independently, creating mismatches that limit the capabilities of the complete system. We present Pixel, a co-designed full-stack system for learning general-purpose mobile manipulation. Pixel combines a low-cost wheeled humanoid with human-aligned kinematics and compliant grippers, multiple teleoperation and robot-free human data-collection interfaces, a unified whole-body controller, and a common policy learning pipeline across human and robot demonstrations. A hierarchical learning stack further enables language-conditioned visuomotor control and long-horizon task execution. We evaluate the system across hardware, data collection, and policy learning, and demonstrate mobile-manipulation behaviors requiring dexterity, active perception, navigation, and whole-body coordination. We hope that Pixel provides an integrated and extensible foundation for studying how robot hardware, data, control, and learning can be designed together for robot learning. More results at https://pixel-robot.com/pixel