Vision-Language-Action (VLA) models have emerged as a powerful end-to-end paradigm for robotic manipulation by mapping language instructions and 2D visual inputs directly to actions. However, these models lack an explicit, scene-level 3D representation, limiting their ability to reason over spatial layouts and geometric constraints. While recent efforts incorporate explicit 3D cues, such as depth maps or point clouds, to improve geometric awareness, they primarily capture low-level structures and lack high-level semantic grounding in 3D space. In human cognition, interaction with the physical world relies on a 3D semantic cognitive map - an internal mental model that integrates spatial layouts with semantic context to enable persistent, viewpoint-invariant reasoning. In light of this, we present VistaVLA, a novel two-stage framework that constructs a geometry- and semantics-aware 3D cognitive representation from 3D Gaussian primitives and grounds it as compact context tokens for VLA policy learning. Specifically, VistaVLA lifts multi-view vision-language features into 3D Gaussian primitives, forming geometry-anchored semantic tokens that align view-consistent spatial grounding with 2D visual feature spaces. To make this 3D representation computationally tractable for effective VLA control, we introduce Merge-then-Query (MtQ), a token summarization mechanism. MtQ compresses dense Gaussian primitives into a highly compact set of spatially informative tokens, achieving a 99% token reduction while preserving action-relevant 3D layouts and semantic context. Extensive evaluations in both simulated and real-world environments demonstrate the effectiveness of VistaVLA. Notably, in real-world scenarios, VistaVLA improves success rates by 22.8% across seven real-world tasks and by 30.0% over the VLA-Adapter baseline on challenging out-of-distribution tasks.
Mo-Han Liu, Zhihao Gu, Xuanyu Chen et al.· 0 citations
Cross-embodiment dexterous grasping aims to synthesize stable grasps across heterogeneous multi-fingered hands with little or no embodiment-specific tuning. Existing interaction-centric methods achieve promising results, but their object representations often underrepresent local surface geometry, while their robot descriptors do not explicitly encode both robot morphology and kinematics. We propose MANGO-Grasp, an anisotropic interaction framework that represents objects as geometry-oriented 3D Gaussian primitives and robot hands as surface keypoints encoded into morpho-kinematic descriptors. The object primitives are adaptively allocated by geometric complexity and shaped as surface-aligned plates with outward normals, encoding local geometry. Mahalanobis fields over keypoint--primitive pairs serve as interaction prediction targets during training and as optimization guidance for grasp realization at inference. These fields rise sharply for displacement along the surface normal but only gently within the tangent plane, matching the directional structure of contact. Grasps are realized with one shared optimization formulation and hyperparameter setting across all embodiments. On the CMAP and MultiGripperGrasp benchmarks, MANGO-Grasp outperforms the strongest seen-hand baseline by up to 8.24 percentage points in simulation. It also transfers zero-shot to the unseen SharpaWave hand, improving over the strongest zero-shot baseline by up to 16.57 percentage points, and achieves 86% success in real-world experiments. The code and additional materials will be made available upon publication at https://connor-zh.github.io/MANGO-Grasp/.