
Wei-Chiu Ma
VerifiedCornell University · Computer Science
Active 2014–2025
About
Wei-Chiu Ma is an Assistant Professor of Computer Science at Cornell University. His research lies at the intersection of 3D/4D computer vision and robotics, focusing on building AI systems that can understand, reconstruct, and re-simulate our dynamic world. He aims to leverage these capabilities to enable more robust autonomous systems and advance entertainment applications. Prior to joining Cornell, Wei-Chiu Ma was a Young Investigator and Postdoctoral researcher at AI2 and the University of Washington. He earned his Ph.D. from MIT, where he worked with Antonio Torralba and Raquel Urtasun. Before that, he was a Senior Research Scientist at Uber ATG R&D and Waabi, working on self-driving vehicles. He also completed his M.S. in Robotics at Carnegie Mellon University under the advisement of Kris M. Kitani.
Research topics
- Computer Science
- Artificial Intelligence
- Computer vision
Selected publications
DRAWER: Digital Reconstruction and Articulation With Environment Realism
2025-06-10
articleSenior authorCreating virtual digital replicas from real-world data unlocks significant potential across domains like gaming and robotics. In this paper, we present DRAWER, a novel framework that converts a video of a static indoor scene into a photorealistic and interactive digital environment. Our approach centers on two main contributions: (i) a reconstruction module based on a dual scene representation that reconstructs the scene with fine-grained geometric details, and (ii) an articulation module that identifies articulation types and hinge positions, reconstructs simulatable shapes and appearances and integrates them into the scene. The resulting virtual environment is photorealistic, interactive, and runs in real time, with compatibility for game engines and robotic simulation platforms. We demonstrate the potential of DRAWER by using it to automatically create an interactive game in Unreal Engine and to enable real-to-sim-to-real transfer for robotics applications. Project page: here.
DRAWER: Digital Reconstruction and Articulation With Environment Realism
ArXiv.org · 2025-04-21
preprintOpen accessSenior authorCreating virtual digital replicas from real-world data unlocks significant potential across domains like gaming and robotics. In this paper, we present DRAWER, a novel framework that converts a video of a static indoor scene into a photorealistic and interactive digital environment. Our approach centers on two main contributions: (i) a reconstruction module based on a dual scene representation that reconstructs the scene with fine-grained geometric details, and (ii) an articulation module that identifies articulation types and hinge positions, reconstructs simulatable shapes and appearances and integrates them into the scene. The resulting virtual environment is photorealistic, interactive, and runs in real time, with compatibility for game engines and robotic simulation platforms. We demonstrate the potential of DRAWER by using it to automatically create an interactive game in Unreal Engine and to enable real-to-sim-to-real transfer for robotics applications.
X-Diffusion: Training Diffusion Policies on Cross-Embodiment Human Demonstrations
arXiv (Cornell University) · 2025-11-06
preprintOpen accessHuman videos are a scalable source of training data for robot learning. However, humans and robots significantly differ in embodiment, making many human actions infeasible for direct execution on a robot. Still, these demonstrations convey rich object-interaction cues and task intent. Our goal is to learn from this coarse guidance without transferring embodiment-specific, infeasible execution strategies. Recent advances in generative modeling tackle a related problem of learning from low-quality data. In particular, Ambient Diffusion is a recent method for diffusion modeling that incorporates low-quality data only at high-noise timesteps of the forward diffusion process. Our key insight is to view human actions as noisy counterparts of robot actions. As noise increases along the forward diffusion process, embodiment-specific differences fade away while task-relevant guidance is preserved. Based on these observations, we present X-Diffusion, a cross-embodiment learning framework based on Ambient Diffusion that selectively trains diffusion policies on noised human actions. This enables effective use of easy-to-collect human videos without sacrificing robot feasibility. Across five real-world manipulation tasks, we show that X-Diffusion improves average success rates by 16% over naive co-training and manual data filtering. The project website is available at https://portal-cornell.github.io/X-Diffusion/.
Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
2025-06-10 · 8 citations
articleWe propose an efficient radiance field rendering algorithm that incorporates a rasterization process on adaptive sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to adaptively and explicitly allocate sparse voxels to different levels of detail within scenes, faithfully reproducing scene details with 65536<sup xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">3</sup> grid resolution while achieving high rendering frame rates. Second, we customize a rasterizer for efficient adaptive sparse voxels rendering. We render voxels in the correct depth order by using ray direction-dependent Morton ordering, which avoids the well-known popping artifact found in Gaussian splat- ting. Our method improves the previous neural-free voxel model by over 4db PSNR and more than 10x FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our voxel representation is seamlessly compatible with grid-based 3D processing techniques such as Volume Fusion, Voxel Pooling, and Marching Cubes, enabling a wide range of future extensions and applications. Code: github.com/NVlabs/svraster
Coarse Correspondences Boost Spatial-Temporal Reasoning in Multimodal Language Model
2025-06-10
articleMultimodal language models (MLLMs) are increasingly being applied in real-world environments, necessitating their ability to interpret 3D spaces and comprehend temporal dynamics. Current methods often rely on specialized architectural designs or task-specific fine-tuning to achieve this. We introduce Coarse Correspondences, a simple lightweight method that enhances MLLMs’ spatial-temporal reasoning with 2D images as input, without modifying the architecture or requiring task-specific fine-tuning. Our method uses a lightweight tracking model to identify primary object correspondences between frames in a video or across different image viewpoints, and then conveys this information to MLLMs through visual prompting. We demonstrate that this simple training-free approach brings substantial gains to GPT4-V/O consistently on four benchmarks that require spatial-temporal reasoning, including +20.5% improvement on ScanQA, +9.7% on OpenEQA’s episodic memory subset, +6.0% on the long-form video benchmark EgoSchema, and +11% on the R2R navigation benchmark. Additionally, we show that Coarse Correspondences can also enhance open-source MLLMs’ spatial reasoning (by +6.9% on ScanQA) when applied in both training and inference and that the improvement can generalize to unseen datasets such as SQA3D (+3.1%). Taken together, we show that Coarse Correspondences effectively and efficiently boosts models’ performance on downstream tasks requiring spatial-temporal reasoning.
X-Sim: Cross-Embodiment Learning via Real-to-Sim-to-Real
ArXiv.org · 2025-05-11
preprintOpen accessHuman videos offer a scalable way to train robot manipulation policies, but lack the action labels needed by standard imitation learning algorithms. Existing cross-embodiment approaches try to map human motion to robot actions, but often fail when the embodiments differ significantly. We propose X-Sim, a real-to-sim-to-real framework that uses object motion as a dense and transferable signal for learning robot policies. X-Sim starts by reconstructing a photorealistic simulation from an RGBD human video and tracking object trajectories to define object-centric rewards. These rewards are used to train a reinforcement learning (RL) policy in simulation. The learned policy is then distilled into an image-conditioned diffusion policy using synthetic rollouts rendered with varied viewpoints and lighting. To transfer to the real world, X-Sim introduces an online domain adaptation technique that aligns real and simulated observations during deployment. Importantly, X-Sim does not require any robot teleoperation data. We evaluate it across 5 manipulation tasks in 2 environments and show that it: (1) improves task progress by 30% on average over hand-tracking and sim-to-real baselines, (2) matches behavior cloning with 10x less data collection time, and (3) generalizes to new camera viewpoints and test-time changes. Code and videos are available at https://portal-cornell.github.io/X-Sim/.
Multilingual Diversity Improves Vision-Language Representations
2024-01-01
articleStructure from Duplicates: Neural Inverse Graphics from a Pile of Objects
arXiv (Cornell University) · 2024-01-10
preprintOpen accessOur world is full of identical objects (\emphe.g., cans of coke, cars of same model). These duplicates, when seen together, provide additional and strong cues for us to effectively reason about 3D. Inspired by this observation, we introduce Structure from Duplicates (SfD), a novel inverse graphics framework that reconstructs geometry, material, and illumination from a single image containing multiple identical objects. SfD begins by identifying multiple instances of an object within an image, and then jointly estimates the 6DoF pose for all instances.An inverse graphics pipeline is subsequently employed to jointly reason about the shape, material of the object, and the environment light, while adhering to the shared geometry and material constraint across instances. Our primary contributions involve utilizing object duplicates as a robust prior for single-image inverse graphics and proposing an in-plane rotation-robust Structure from Motion (SfM) formulation for joint 6-DoF object pose estimation. By leveraging multi-view cues from a single image, SfD generates more realistic and detailed 3D reconstructions, significantly outperforming existing single image reconstruction models and multi-view reconstruction approaches with a similar or greater number of observations.
From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos
arXiv (Cornell University) · 2024-12-10 · 1 citations
preprintOpen accessThree-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.
Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering
arXiv (Cornell University) · 2024-12-05
preprintOpen accessWe propose an efficient radiance field rendering algorithm that incorporates a rasterization process on adaptive sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to adaptively and explicitly allocate sparse voxels to different levels of detail within scenes, faithfully reproducing scene details with $65536^3$ grid resolution while achieving high rendering frame rates. Second, we customize a rasterizer for efficient adaptive sparse voxels rendering. We render voxels in the correct depth order by using ray direction-dependent Morton ordering, which avoids the well-known popping artifact found in Gaussian splatting. Our method improves the previous neural-free voxel model by over 4db PSNR and more than 10x FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our voxel representation is seamlessly compatible with grid-based 3D processing techniques such as Volume Fusion, Voxel Pooling, and Marching Cubes, enabling a wide range of future extensions and applications.
Frequent coauthors
- 74 shared
Raquel Urtasun
- 33 shared
Shenlong Wang
University of Shanghai for Science and Technology
- 26 shared
Yuwen Xiong
- 26 shared
Sivabalan Manivasagam
- 25 shared
Namdar Homayounfar
- 17 shared
Justin Liang
- 12 shared
Antonio Torralba
- 10 shared
Ze Yang
Jilin University
Labs
Research in 3D/4D computer vision and robotics, focusing on building AI systems that understand, reconstruct, and re-simulate our dynamic world.
Education
- 2023
Ph.D., EECS
Massachusetts Institute of Technology
- 2016
M.S., Robotics Institute
Carnegie Mellon University
- 2013
B.S., EE
National Taiwan University
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