#01Nov 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
#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.CV
Every Pixel Is an Option: A System One Model for Medical Ultrasound Biometry
Moein Heidari, Junbo Rao, Yudan Chen and 6 more
**Purpose:** Ultrasound biometry is widely used across various clinical applications, including prenatal and cardiac examinations, to obtain quantitative measurements by placing calipers at anatomical landmarks. However, these measurements remain subject to interoperator variability as they rely largely on manual caliper placement. Conventional methods often use specialized prediction heads for different ultrasound tasks, whereas vision-language models offer flexibility through text instructions. However, direct coordinate prediction does not explicitly model spatial likelihood distributions, limiting the representation of localization ambiguity. **Methods:** We propose Kev-Bio, a vision-language model that uses clinical measurement questions to guide ultrasound landmark detection. Inspired by System One decision models, Kev-Bio uses decision representations of the language model to generate queries for each caliper endpoint. These queries are matched against shared dense ultrasound features to produce spatial probability maps, from which landmark coordinates and clinical measurements are derived. The model is trained end-to-end using both landmark localization and clinical measurement losses. **Results:** On the nine-view FU/GU Biometry 2026 dataset, Kev-Bio achieves a mean radial error (MRE) of 22.50 pixels and a clinical measurement mean absolute error (MAE) of 15.38, outperforming the compared baselines in overall performance. **Conclusion:** These results demonstrate the effectiveness of Kev-Bio for ultrasound landmark detection and clinical measurement across different anatomical views. Our code and models are available at https://github.com/moeinheidari7829/Kev-Bio.
#04Nov 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
#05Nov 2, 2026
cs.CV
Structured Visual Landscape: Generating Preferred Representations in Biological and Artificial Neural Networks
Yusong Zhao, Edgar Y. Walker, Hao Wang and 1 more
Understanding how neurons respond to visual stimulus is an important question in both deep learning and neuroscience. It has significant implications for enhancing the interpretability of black-box artificial neural networks and for understanding the visual representation in the human brain. We propose a structured visual representations landscape and design an activation-based prior that allows us to effectively regularize the landscape with activations from brain regions or neural network units. Our model Vis-Lens integrates a variational autoencoder and a diffusion model into an image generation framework. It enables the generation of natural, realistic preferred images by directly modifying the activation-regularized latent codes without per-image iterative optimization. We demonstrate the effectiveness of our framework on both artificial neural networks and human visual cortex using functional magnetic resonance imaging (fMRI) data. Our framework improves activation modulation and image realism compared with a recent state-of-the-art method for generating preferred visual representations of these neural targets.