Skip to content
πR²: Reactive Real-time Flow Policies

πR²: Reactive Real-time Flow Policies

Generalist manipulation policies increasingly take the form of action-chunking flow policies built on large pretrained backbones. Such chunks run open-loop, so the policy cannot react to sensory input arriving mid-execution, sacrificing reactivity. Replanning more often would restore it, but the perception-to-action pipeline (a large backbone plus multiple denoising steps) is too slow: this latency forbids frequent replanning and leaves committed actions stale, making such policies ill-suited for dynamic, closed-loop control. We present πR², which makes these policies reactive and real-time while retaining large backbones, expressive multi-modal policies, and multi-action prediction. Built on the per-position noise schedule of diffusion forcing, πR² contributes two ideas. First, it splits conditioning into a fast channel (proprioception, fresh every tick) and an asynchronously updated slow channel (vision-language features), so the policy reacts to proprioception within a chunk while tolerating stale vision. Second, a latency-adaptive flow schedule treats in-flight actions as inpainting conditioning and emits actions in one denoising step per call, letting one trained model adapt to varying hardware latency. Requiring minimal modification to existing architectures, πR² can be finetuned from a pretrained policy: applied to GR00T-N1.7 on a real xArm6+XHand platform, it replans closed-loop roughly 4× faster than the base policy (~$25$Hz on an A5000 GPU), acting on a fresh observation every $40$ms. Across simulation and real-world manipulation tasks, πR² improves the success rate by up to 23% in simulation and 30% in the real world over the strongest baseline. Project page: https://pi-r2-flow.github.io/

VLAreactive
Sungjae Park, Shubham Tulsiani · 748 views · Jul 28, 2026
Light-Loco-Parkour: Versatile Perceptive Whole-Body Locomotion via Multi-Skill Distillation

Light-Loco-Parkour: Versatile Perceptive Whole-Body Locomotion via Multi-Skill Distillation

Existing humanoid whole-body control systems still fall short of the way humans move through cluttered terrain: they either track expressive whole-body references without terrain generalization, or react to terrain online while leaving the arms, torso, and knees largely unused. We present Light-Loco-Parkour (LLP), an end-to-end perceptive whole-body locomotion system that closes this gap with a single deployable policy. Conditioned only on onboard depth and a velocity command, the policy decides when to walk, balance, climb, step down, or vault, with no reference input, skill label, hand-coded gate, or runtime motion graph. Compared with prior humanoid systems, LLP makes three contributions. First, it introduces a whole-body perceptive-control pipeline that extends an RL-trained, velocity-tracking locomotion policy with parkour skills learned from object-interacting motions, so the same policy tracks velocity in open terrain, executes whole-body traversal at obstacles, and resumes locomotion afterward. Second, it acquires terrain-conditioned skills from sparse seeds by expanding a single motion into dynamically feasible, terrain-paired references across obstacle geometry, rather than relying on a large motion corpus. Third, it learns autonomous skill transitions from reward, letting the policy decide when and which whole-body skill to invoke from depth and command alone, with no one-hot skill label, hand-coded state machine, or runtime motion generator. Simulation and real-world experiments show high success across both benchmarked terrains and unseen obstacle variations, and the same policy transfers zero-shot to indoor and outdoor hardware experiments. These results demonstrate autonomous perceptive whole-body locomotion on a humanoid in outdoor settings, using only onboard sensing and a single deployable policy.

RLHumanoid
Hongming Chen, Zhuoran Li, Hongxi Wang · 553 views · Aug 1, 2026
StreamSplat: Streaming Feed-Forward 3D Gaussian Splatting

StreamSplat: Streaming Feed-Forward 3D Gaussian Splatting

Feed-forward 3D Gaussian Splatting enables efficient novel-view synthesis without per-scene optimization, but most existing methods assume a fixed set of context views and process them jointly. This limits their applicability to online scenarios where calibrated views arrive sequentially and the scene must be updated causally. We present StreamSplat, a streaming feed-forward 3DGS framework that incrementally maintains a persistent geometry-grounded scene state and decodes it into renderable 3D Gaussians after each input chunk. StreamSplat centers on a Voxel-Aligned Causal Cache (VACC), which stores historical 3D tokens in a memory-bounded voxel structure so that memory grows with explored scene geometry rather than stream length. To better reuse history during causal prediction, we introduce History-Projected Depth Anchoring (HPDA) to project cached geometry as depth guidance for current cost-volume estimation, and Cache-Guided Feature Injection (CGFI) to inject cached latent evidence into Gaussian-token regression. Experiments on DL3DV, RealEstate10K, and ScanNet show that StreamSplat remains competitive with state-of-the-art feed-forward 3DGS methods under sparse causal inputs, despite not using future views or full-scene context. More importantly, it scales to long input streams with 256, 512, and 1024 views where fixed-view baselines run out of memory, yielding sustained improvements in novel-view synthesis quality as more observations arrive. The code will be made publicly available upon acceptance.

3D Gaussian Splatting3D reconstruction
Changhao Song, Yuxuan Wang, Qibiao Li · 571 views · Aug 3, 2026
FA-RDP: A Frequency-Adaptive Reactive Diffusion Policy for Contact-Rich Manipulation

FA-RDP: A Frequency-Adaptive Reactive Diffusion Policy for Contact-Rich Manipulation

In contact-rich manipulation, action multimodality and reactivity dominate different stages of a single episode. Before contact, multiple trajectories might be equally valid, making it important to preserve diverse action modes. After contact, geometric constraints and force limits narrow the solution space, while successful execution demands rapid responses to force feedback. However, standard diffusion policies use a fixed inference frequency and sampling steps throughout the episode, forcing a fundamental compromise: low-frequency, multi-step sampling better preserves pre-contact multimodality but responds slowly to force feedback, whereas high-frequency sampling improves reactivity but tends to collapse distinct pre-contact modes. To resolve this tradeoff, we present FA-RDP, a frequency-adaptive reactive diffusion policy. A shared multi-frequency visual-force Transformer predicts action chunks at both low and high frequencies, while a learned multimodality indicator dynamically selects multi-step low-frequency sampling before contact and one-step high-frequency sampling as action ambiguity decreases. We further introduce Manifold Consistency Distillation (MCD), which reparameterizes the diffusion network to predict actions on the robot action manifold while retaining DDPM-based residual supervision. Experiments on three contact-rich manipulation tasks show that FA-RDP achieves the highest success rate while preserving diverse pre-contact trajectory modes. Code and videos are available at https://fa-rdp.github.io.

VLADiffusion policies
Lifeng Zhuo, Wendi Chen, Han Xue · 481 views · Jul 30, 2026

As an Amazon Associate, we earn from qualifying purchases.