#01Nov 5, 2026
cs.RO
MOMASPLAT: Dynamic Novel-View Demonstration Augmentation for Mobile Manipulation
Sateesh Kumar, Arnav Balaji, Arpit Bahety and 3 more
Visuomotor policies trained through imitation learning are highly sensitive to changes in camera viewpoint. This is particularly problematic for mobile manipulation (MoMa), where robots rarely execute manipulation from the exact same base pose used during demonstration collection due to navigation uncertainty, localization drift, and environmental constraints. Recent approaches use novel-view synthesis (NVS) to augment demonstrations with unseen viewpoints, but they assume static scenes and therefore fail to re-render the manipulated object during the post-contact interaction phase, leaving the most critical parts of the demonstration unaugmented. We present MOMASPLAT, a novel-view demonstration augmentation framework for mobile manipulation that synthesizes full manipulation trajectories from unseen robot base poses, including dynamic object interactions. Our key insight is that standard MoMa data collection naturally provides the multiview observations needed to reconstruct both the static scene and the manipulated object in 3D. MOMASPLAT combines 3D Gaussian Splatting, feed-forward 3D foundation models, and kinematics-based action retargeting to separately reconstruct the scene and manipulated object, render them from novel viewpoints, and generate geometrically consistent synthetic demonstrations paired with transformed actions. We evaluate MOMASPLAT on five real-world mobile manipulation tasks involving both rigid and articulated objects across three scenes, and validate the fidelity of its synthesized demonstrations against ground truth in simulation. MOMASPLAT substantially improves robustness to unseen base poses, more than doubling the average success rate of the strongest baseline and maintaining non-trivial success at large base displacements where all baselines fail, while reducing the need for largescale real-world data collection.
#02Nov 5, 2026
cs.CV
Multimodal Hierarchical Mixture-of-Experts for 3D Medical Vision-Language Modeling
Gizem Mert, Szymon Płotka, Pedro R. A. S. Bassi and 5 more
Medical 3D scans and reports are inherently hierarchical, with diagnostic cues concentrated in specific anatomical regions across multiple levels of organization. Yet, most medical vision-language models ignore this structure and fail to focus on clinically relevant anatomy. We introduce MedHiVE, which combines hierarchical vision-language Soft Mixture-of-Experts (SMoE) with contrastive learning to jointly model fine-grained anatomy and global scan context. To our knowledge, MedHiVE is the first framework to route both vision and text tokens through a two-level SMoE hierarchy organized by anatomical scale, coupling this with report-derived anatomy-level contrastive alignment for 3D medical imaging. This replaces the direct region-text alignment of statically pooled features and vision-only hierarchical routing of prior work with dynamic, slot-based cross-modal information flow across anatomical scales. MedHiVE operates via a two-level, learnable token-routing mechanism, where local image and text features are first routed through a local SMoE and then fused by a global SMoE into unified multimodal representations. Contrastive learning aligns both anatomy-level and global vision-language representations in a unified space. Pre-trained on 25,000+ CT scans with anatomical supervision, MedHiVE consistently surpasses 11 state-of-the-art methods across 6 datasets on 3 tasks: segmentation, classification, and detection, demonstrating the importance of hierarchical modeling. The code for MedHiVE is at github.com/szczurek-lab/MedHiVE.
#03Nov 5, 2026
cs.CV
4D Point Splatting for mmWave Radar Micro-Doppler Differentiable Rendering
Adnan Armouti, Guanyue Qian, Rajalakshmi Nandakumar
Millimeter-wave radar resolves the micrometer displacements of a moving body as micro-Doppler, enabling gait, gesture, activity, pose and vital-sign sensing. Each task relies on a downstream model trained on real data, yet radar datasets lag orders of magnitude behind vision and language. Brute-force collection will not close that gap, and existing synthesis methods (forward-only simulators, learned generators and static-scene inverse renderers) cannot fit a real capture of a moving body, leaving a sim2real gap. We present 4D Point Splatting (4DPS), a physics-based differentiable renderer that fits an explicit moving scene to a real capture. Using the synchronized camera to initialize the room and body, we represent the scene as oriented points carrying material, normal and velocity, and splat each point into range and Doppler bins. Our output is the raw complex return a real radar records, so we apply the same signal processing on the rendered data to obtain any representation for training any SOTA downstream model. We fit 235 sequences on HuPR and 100 on RT-Pose, two datasets with different radars. Our reconstructions set the state of the art, with median correlations of 0.940 and 0.830 on range-azimuth, 0.829 and 0.695 on range-Doppler, and 0.988 and 0.966 on micro-Doppler. Our renders also set the state of the art in downstream sim2real gap. On RT-Pose, a pose model trained on them reaches 21.9 cm MPJPE on real data, against 16.7 cm for real training and 127.6 cm for the RF-Genesis baseline, where both the rendered- and real-trained models learn nearly the same features. Our custom CUDA kernels fit a sequence in 5.7 minutes on HuPR and 12.9 on RT-Pose on one H100, making dataset-scale inverse rendering of mmWave radar possible for the first time. This work can enable synthetic data generation for any human-centered downstream task and model, and scene editing for data augmentation.
#04Nov 5, 2026
cs.RO
Social Humanoid: Socially Responsive Human-Humanoid Interaction
Vongani H. Maluleke, James Ni, Kie Horiuchi and 7 more
Humanoid robots are typically trained as solitary agents, leaving them unable to coordinate physically with human partners who naturally anticipate and adjust to one another. To bridge this gap, we present Social Humanoid, a hierarchical system that generates and executes socially responsive whole-body motion on a 29-DoF Unitree G1 conditioned on a human partner's motion. Its high-level policy performs flexible sequence modeling of human and humanoid motion through a shared tokenized representation, generating reactive humanoid motion and anticipating the partner's motion when they are occluded, while a low-level whole-body tracking controller executes the generated motion on the robot. To train the system, we introduce a two-phase adaptive retargeting procedure that retargets one interaction partner to the robot while morphing the other partner to preserve contact dynamics, reachability, and relative body scale. We apply this procedure across five motion-capture datasets to produce a new Human-Humanoid Interaction (HHI) benchmark of 260 hours of human-humanoid interactions. Our results demonstrate that Social Humanoid produces coordinated, human-aligned behavior across diverse interaction types in simulation and the real world. Project page: https://von31.github.io/social-humanoid/
#05Nov 5, 2026
cs.CV
SplatAnything: Gaussian Spacing Normalization for Feed-forward 3DGS across Arbitrary Scenes
Hao Yu, Zhenwei Wang, Yongzhen Hu and 7 more
We identify a key limitation of existing feed-forward 3DGS methods: Gaussian attributes are typically predicted in a radial-distance-normalized space that canonicalizes a global radial statistic of the reconstructed geometry, while the spacing between neighboring Gaussian centers can still vary substantially across scene scales and camera configurations. This mismatch induces systematic shifts in Gaussian-scale targets, leading to ambiguous supervision. To address this, we propose SplatAnything with Gaussian Spacing Normalization (GSNorm), which canonicalizes a robust scene-level statistic of Gaussian spacing to provide a more consistent spatial reference for Gaussian prediction. To rigorously assess our method, we further establish a systematic benchmark spanning diverse datasets, input sparsity levels, and challenging extrapolated viewpoints. Extensive experiments demonstrate that SplatAnything achieves state-of-the-art performance, with particularly strong gains under substantial variations in scene scale and viewpoint.